/***************************************************************************

    Sega 16-bit common hardware

****************************************************************************

    Hang On
    -------
        Control Board (834-5668):
            315-5011       -- sprite line comparitor
            315-5012       -- sprite generator control
            315-5049 (x2)  -- tilemaps
            315-5107 (PAL x2) -- horizontal timing control
            315-5108       -- vertical timing control
            315-5122 (PAL) -- timing

    Enduro Racer
    ------------
        CPU Side (171-5319):
            315-5164 (PAL)
            315-5165 (PAL)
            315-5166 (PAL)
            315-5167 (PAL)

        Video Side (171-5320):
            315-5049 (x2)  -- tilemaps
            315-5011       -- sprite line comparitor
            315-5012       -- sprite generator control
            315-5106 (PAL)
            315-5107 (PAL)
            315-5108 (PAL)
            315-5168 (PAL)
            315-5170 (PAL)
            315-5171 (PAL)
            315-5172 (PAL)

    Pre-System 16
    -------------
        Main Board (171-5335):
            315-5011       -- sprite line comparitor
            315-5012       -- sprite generator control
            315-5049 (x2)  -- tilemaps
            315-5107 (PAL) -- display timing
            315-5108 (PAL) -- display timing
            315-5141 (PAL) -- Z80 address decoding
            315-5143 (PAL) -- sprite-related?
            315-5144 (PAL) -- sprite-related?
            315-5147 (PAL) -- unknown, DTACK-related
            315-5149 (PAL) -- video mixing
            315-5193 (PAL) -- 68000/MCU interface & address decoding
            315-5202 (PAL) -- 68000/MCU interface & address decoding

    Sega System 16A
    ---------------
        Bottom Board (171-5307):
            315-5011       -- sprite line comparitor
            315-5012       -- sprite generator control
            315-5049 (x2)  -- tilemaps
            315-5107 (PAL) -- display timing
            315-5108 (PAL) -- display timing
            315-5143 (PAL) -- sprite-related?
            315-5144 (PAL) -- sprite-related?
            315-5145 (PAL)

        Top Board (171-5306):
            315-5141 (PAL) -- Z80 address decoding
            315-5142 (PAL)
            315-5149 (PAL) -- video mixing
            315-5150 (PAL)

    Sega System 16B
    ---------------
        Main Board (171-5357):
            315-5195       -- memory mapper
            315-5196       -- sprite generator
            315-5197       -- tilemap generator
            315-5213 (PAL) -- sprite-related
            315-5214 (PAL) -- unknown

        ROM Board (171-5521):
            315-5298 (PAL)

        ROM Board (171-5704):
            315-5298 (PAL)

        ROM Board (171-5797):
            315-5248       -- hardware multiplier
            315-5250       -- compare/timer
            315-5298 (PAL)

    Sega System 18
    --------------
        Main Board (171-5873B):
            315-5242       -- color encoder
            315-5296       -- I/O chip
            315-5313       -- VDP
            315-5360       -- memory mapper?
            315-5361       -- sprite generator
            315-5362       -- tilemap generator
            315-5373 (PAL) -- video mixing
            315-5374 (PAL) -- sprite timing
            315-5375 (PAL) -- system timing
            315-5389 (PAL) -- VDP sync
            315-5390 (PAL)
            315-5391 (PAL) -- Z80 address decoding

        Main Board (171-5873-02B):
            315-5242       -- color encoder
            315-5296       -- I/O chip
            315-5313       -- VDP
            315-5360       -- memory mapper?
            315-5361       -- sprite generator
            315-5362       -- tilemap generator
            315-5374 (PAL) -- sprite timing
            315-5375 (PAL) -- system timing
            315-5389 (PAL) -- VDP sync
            315-5391 (PAL) -- Z80 address decoding
            315-5430 (PAL) -- video mixing

        ROM Board (171-5987A):
            315-5436       -- tile/sprite banking

    Sega System C
    -------------
        Main Board:
            315-5242       -- color encoder
            315-5296       -- I/O chip
            315-5313       -- VDP
            315-5393 (PAL)
            315-5394 (PAL)
            315-5395 (PAL)

    Super Hang On
    -------------
        CPU Board 171-5376-01:
            315-5195       -- memory mapper
            315-5218       -- PCM sound controller
            315-5155 (PAL x2) -- road bit extraction
            315-5222 (PAL) -- road mixing
            315-5223a (PAL)
            315-5224 (PAL)
            315-5225 (PAL)
            315-5226 (PAL)

        VIDEO Board: (not the same as out run !) 171-5480
            315-5196       -- sprite generator
            315-5197       -- tilemap generator
            315-5213 (PAL) -- sprite-related
            315-5242       -- color encoder
            315-5251 (PAL)

    Out Run
    -------
        CPU Board 837-6063-01:
            315-5195       -- memory mapper
            315-5218       -- PCM sound controller
            315-5155 (PAL x2) -- road bit extraction
            315-5222 (PAL) -- road mixing
            315-5223a (PAL)
            315-5224 (PAL)
            315-5225 (PAL)
            315-5226 (PAL)

        VIDEO Board: 837-6064, 171-5377-01
            315-5197       -- tilemap generator
            315-5211       -- sprite generator
            315-5227a (PAL)
            315-5228 (PAL)
            315-5242       -- color encoder

    Sega System 32
    --------------
        Main Board (317-5964):
            315-5242       -- color encoder
            315-5296       -- I/O chip
            315-5385
            315-5386       -- tilemap generator
            315-5387       -- sprite generator
            315-5388       -- video mixing
            315-5441 (PAL)
            315-5476

    X-Board
    -------
        Main Board:
            315-5197       -- tilemap generator
            315-5211A      -- sprite generator
            315-5218       -- PCM sound controller
            315-5242       -- color encoder
            315-5248 (x2)  -- hardware multiplier
            315-5249 (x2)  -- hardware divider
            315-5250 (x2)  -- compare/timer
            315-5275       -- road generator
            315-5278 (PAL) -- sprite ROM bank control
            315-5279 (PAL) -- video mixing (Afterburner)
            315-5280 (PAL) -- Z80 address decoding
            315-5290 (PAL) -- main CPU address decoding
            315-5291 (PAL) -- main CPU address decoding
            315-5304 (PAL) -- video mixing (Line of Fire)

    Y-Board
    -------
        Main Board (837-6565):
            315-5218       -- PCM sound controller
            315-5248 (x3)  -- hardware multiplier
            315-5249 (x3)  -- hardware divider
            315-5280 (PAL) -- Z80 address decoding
            315-5296       -- I/O chip
            315-5314 (PAL)
            315-5315 (PAL)
            315-5316 (PAL)
            315-5317 (PAL)
            315-5318 (PAL)
            315-5328 (PAL)

        Video Board (837-6566):
            315-5196       -- sprite generator
            315-5213 (PAL) -- sprite-related
            315-5242       -- color encoder
            315-5305       -- sprite generator
            315-5306 (x2)  -- video sync and rotation
            315-5312       -- video mixing
            315-5319 (PAL)
            315-5325 (PAL)


    Custom parts
    ------------
                   SYS1  SYS2  HANG  ENDU  PR16  S16A  S16B  SY18  SHNG  ORUN  XBRD  YBRD  SYSC  SY24  SY32
        315-5011:   xx    xx    xx    xx    xx    xx                                                         -- sprite line comparitor
        315-5012:   xx    xx    xx    xx    xx    xx                                                         -- sprite generator control
        315-5049:         xx    x2    x2    x2    x2                                                         -- tilemap generator
        315-5195:                                       xx          xx    xx                                 -- memory mapper
        315-5196:                                       xx          xx                xx                     -- sprite genereator
        315-5197:                                       xx          xx    xx    xx                           -- tilemap generator
        315-5211:                                                         xx                                 -- sprite generator
        315-5211A:                                                              xx                           -- sprite generator
        315-5218:                                                   xx    xx    xx    xx                     -- PCM sound controller
        315-5242:                                             xx    xx    xx    xx    xx    xx    xx    xx   -- color encoder
        315-5248:                                       xx                      x2    x3                     -- hardware multiplier
        315-5249:                                                               x2    x3                     -- hardware divider
        315-5250:                                       xx                      x2                           -- compare/timer
        315-5275:                                                               xx                           -- road generator
        315-5296:                                             xx                      xx    xx          xx   -- I/O chip
        315-5305:                                                                     xx                     --
        315-5312:                                                                     xx                     -- video mixing
        315-5313:                                             xx                            xx               -- VDP
        315-5360:                                             xx                                             -- memory mapper
        315-5361:                                             xx                                             -- sprite generator
        315-5362:                                             xx                                             -- tilemap generator
        315-5385:                                                                                       xx   -- ???
        315-5386:                                                                                       xx   -- tilemap generator
        315-5387:                                                                                       xx   -- sprite generator
        315-5388:                                                                                       xx   -- video mixing
        315-5436:                                             xx                                             -- sprite/tile banking
        315-5476:                                                                                       xx   -- ????

****************************************************************************

  Sega system16 and friends hardware

               CPU      Tiles      Sprites   Priority  Color     SCPU  Sound                Other
System C       68000    315-5313                       315-5242  z80   ym3438               315-5296(IO)
Space Harrier  68000x2                                 (c)       z80   ym2203 pcm(b)
System 16B     68000    315-5197   315-5196  GAL       (c)       z80   ym2151 upd7759       315-5195
After Burner   68000x2  315-5197   315-5211A GAL       315-5242  z80   ym2151 315-5218      315-5250(a) 315-5248(x2) 315-5249(x2) 315-5275(road)
System 18      68000    315-536x   315-536x            315-5242  z80   ym3834(x2) RF5c68(d) 315-3296(IO) 315-5313(vdp)
System 24      68000x2  315-5292   315-5293  315-5294  315-5242        ym2151 dac           315-5195(x3) 315-5296(IO)
Galaxy Force   68000x3             315-5296+ 315-5312  315-5242  z80   ym2151 315-5218      315-5296(IO)
System 32      V60      315-5386A  315-5387  315-5388  315-5242  z80   ym3834(x2) RF5c68(d) 315-5296(IO)

a) 315-5250: 68000 glue and address decoding

b) 8x8-bit voices entirely in TTL.  The 315-5218 is believed to be the
   integrated version of that

c) Resistor network and latches believed to be equivalent to the 315-5242

d) Also seen as 315-5476A and ASSP 5c105 and ASSP 5c68a

Quick review of the system16 hardware:

  Hang-on hardware:
    The first one.  Two tilemap planes, one sprite plane, one road
    plane.  The shadow capability doesn't seem to be used, the
    highlight/shadow switch in the 5242-equivalent is global for all
    colors.

  Space harrier hardware:
    Similar to hang-on, with per-color highlight/shadow selection, and
    the shadows are used.

  System16a / Pre-system16:
    Space harrier without the road generator.

  System16b:
    4-layer tilemap hardware in two pairs, with selection between each
    members on the pairs on a 8-lines basis.  Slightly better sprites.

  System18
    System 16b plus a genesis vdp.

  Outrun:
    System 16b tilemaps, frame buffered sprites with better zooming
    capabilities, and a road generator able to handle two roads
    simultaneously.

  Super hang-on:
    Outrun lite, with System 16b sprites instead of the frame buffered
    sprites, and only one of the two roads is actually used.

  X-Board:
    Outrun with a better fillrate and an even more flexible road
    generator.

  Y-Board:
    New design, with two sprite planes and no tilemaps.  The back
    sprite plane has a huge fillrate and the capability to have its
    frame buffer completely rotated.  Also, it has a palette
    indirection capability to allows for easier palette rotations.
    The front sprite plane is System 16b.

  System24:
    The odd one out.  Medium resolution.  Entirely ram-based, no
    graphics roms.  4-layer tilemap hardware in two pairs, selection
    on a 8-pixels basis.  Tile-based sprites(!) organised as a linked
    list.  The tilemap chip has been reused for model1 and model2,
    probably because they had it handy and it handles medium res.

  System32:
    5-layer tilemap hardware consisting of 4 independant rom-based
    layers with linescroll, lineselection, linezoom and window
    clipping capability and one simpler ram-based text plane.  Mixed
    ram/rom sprite engine with palette indirection, per-color priority
    (thankfully not actually used).  The sprite list includes jumping
    and clipping capabilities, and advanced hot-spot positioning.  The
    mixer chip adds totally dynamic priorities, alpha-blending of the
    tilemaps, per-component color control, and some other funnies we
    have not been able to decypher.

  ST-V (also know as Titan or the Saturn console):
    The ultimate 2D system.  Even more advanced tilemaps, with 6-dof
    roz support, alpha up to the wazoo and other niceties, known as
    the vdp2.  Ths sprite engine, vdp1, allows for any 4-point
    streching of the sprites, actually giving polygonal 3D
    capabilities.  Interestingly, the mixer capabilities took a hit,
    with no real per-sprite mixer priority, which could be considered
    annoying for a 2D system.  It still allowed some beauties like
    Radiant Silvergun.

***************************************************************************/

#include "driver.h"
#include "segaic16.h"
#include "video/resnet.h"



/*************************************
 *
 *  Debugging
 *
 *************************************/

#define PRINT_UNUSUAL_MODES		(0)



/*************************************
 *
 *  Type definitions
 *
 *************************************/

struct palette_info
{
	INT32			entries;						/* number of entries (not counting shadows) */
	UINT8			normal[32];						/* RGB translations for normal pixels */
	UINT8			shadow[32];						/* RGB translations for shadowed pixels */
	UINT8			hilight[32];					/* RGB translations for hilighted pixels */
};


struct tilemap_callback_info
{
	UINT16 *		rambase;						/* base of RAM for this tilemap page */
	const UINT8 *	bank;							/* pointer to bank array */
	UINT16			banksize;						/* size of banks */
};


struct tilemap_info
{
	UINT8			index;							/* index of this structure */
	UINT8			type;							/* type of tilemap (see segaic16.h for details) */
	UINT8			numpages;						/* number of allocated pages */
	UINT8			flip;							/* screen flip? */
	UINT8			rowscroll, colscroll;			/* are rowscroll/colscroll enabled (if external enables are used) */
	UINT8			bank[8];						/* indexes of the tile banks */
	UINT16			banksize;						/* number of tiles per bank */
	UINT16			latched_xscroll[4];				/* latched X scroll values */
	UINT16			latched_yscroll[4];				/* latched Y scroll values */
	UINT16			latched_pageselect[4];			/* latched page select values */
	INT32			xoffs;							/* X scroll offset */
	tilemap_t *		tilemaps[16];					/* up to 16 tilemap pages */
	tilemap_t *		textmap;						/* a single text tilemap */
	struct tilemap_callback_info tmap_info[16];		/* callback info for 16 tilemap pages */
	struct tilemap_callback_info textmap_info;		/* callback info for a single textmap page */
	void			(*reset)(running_machine *machine, struct tilemap_info *info);/* reset callback */
	void			(*draw_layer)(running_machine *machine, struct tilemap_info *info, bitmap_t *bitmap, const rectangle *cliprect, int which, int flags, int priority);
	UINT16 *		textram;						/* pointer to textram pointer */
	UINT16 *		tileram;						/* pointer to tileram pointer */
};


struct sprite_info
{
	UINT8			index;							/* index of this structure */
	UINT8			type;							/* type of sprite system (see segaic16.h for details) */
	UINT8			flip;							/* screen flip? */
	UINT8			shadow;							/* shadow or hilight? */
	UINT8			bank[16];						/* banking redirection */
	UINT16			colorbase;						/* base color index */
	INT32			ramsize;						/* size of sprite RAM */
	INT32			xoffs;							/* X scroll offset */
	void			(*draw)(running_machine *machine, struct sprite_info *info, bitmap_t *bitmap, const rectangle *cliprect);
	UINT16 *		spriteram;						/* pointer to spriteram pointer */
	UINT16 *		buffer;							/* buffered spriteram for those that use it */
};


struct road_info
{
	UINT8			index;							/* index of this structure */
	UINT8			type;							/* type of road system (see segaic16.h for details) */
	UINT8			control;						/* control register value */
	UINT16			colorbase1;						/* color base for road ROM data */
	UINT16			colorbase2;						/* color base for road background data */
	UINT16			colorbase3;						/* color base for sky data */
	INT32			xoffs;							/* X scroll offset */
	void			(*draw)(struct road_info *info, bitmap_t *bitmap, const rectangle *cliprect, int priority);
	UINT16 *		roadram;						/* pointer to roadram pointer */
	UINT16 *		buffer;							/* buffered roadram pointer */
	UINT8 *			gfx;							/* expanded road graphics */
};


struct rotate_info
{
	UINT8			index;							/* index of this structure */
	UINT8			type;							/* type of rotate system (see segaic16.h for details) */
	UINT16			colorbase;						/* base color index */
	INT32			ramsize;						/* size of rotate RAM */
	UINT16 *		rotateram;						/* pointer to rotateram pointer */
	UINT16 *		buffer;							/* buffered data */
};



/*************************************
 *
 *  Globals
 *
 *************************************/

UINT8 segaic16_display_enable;
UINT16 *segaic16_tileram_0;
UINT16 *segaic16_textram_0;
UINT16 *segaic16_spriteram_0;
UINT16 *segaic16_spriteram_1;
UINT16 *segaic16_roadram_0;
UINT16 *segaic16_rotateram_0;
UINT16 *segaic16_paletteram;



/*************************************
 *
 *  Statics
 *
 *************************************/

static struct palette_info palette;
static struct tilemap_info bg_tilemap[SEGAIC16_MAX_TILEMAPS];
static struct sprite_info sprites[SEGAIC16_MAX_SPRITES];
static struct road_info road[SEGAIC16_MAX_ROADS];
static struct rotate_info rotate[SEGAIC16_MAX_ROTATE];


/*************************************
 *
 *  Misc functions
 *
 *************************************/

void segaic16_set_display_enable(running_machine *machine, int enable)
{
	enable = (enable != 0);
	if (segaic16_display_enable != enable)
	{
		video_screen_update_partial(machine->primary_screen, video_screen_get_vpos(machine->primary_screen));
		segaic16_display_enable = enable;
	}
}



/*************************************
 *
 *  Palette computation
 *
 *************************************/

/*
    Color generation details

    Each color is made up of 5 bits, connected through one or more resistors like so:

    Bit 0 = 1 x 3.9K ohm
    Bit 1 = 1 x 2.0K ohm
    Bit 2 = 1 x 1.0K ohm
    Bit 3 = 2 x 1.0K ohm
    Bit 4 = 4 x 1.0K ohm

    Another data bit is connected by a tristate buffer to the color output through a
    470 ohm resistor. The buffer allows the resistor to have no effect (tristate),
    halve brightness (pull-down) or double brightness (pull-up). The data bit source
    is bit 15 of each color RAM entry.
*/

void segaic16_palette_init(int entries)
{
	static const int resistances_normal[6] = { 3900, 2000, 1000, 1000/2, 1000/4, 0   };
	static const int resistances_sh[6]     = { 3900, 2000, 1000, 1000/2, 1000/4, 470 };
	double weights[2][6];
	int i;

	/* compute the number of palette entries */
	palette.entries = entries;

	/* compute weight table for regular palette entries */
	compute_resistor_weights(0, 255, -1.0,
		6, resistances_normal, weights[0], 0, 0,
		0, NULL, NULL, 0, 0,
		0, NULL, NULL, 0, 0);

	/* compute weight table for shadow/hilight palette entries */
	compute_resistor_weights(0, 255, -1.0,
		6, resistances_sh, weights[1], 0, 0,
		0, NULL, NULL, 0, 0,
		0, NULL, NULL, 0, 0);

	/* compute R, G, B for each weight */
	for (i = 0; i < 32; i++)
	{
		int i4 = (i >> 4) & 1;
		int i3 = (i >> 3) & 1;
		int i2 = (i >> 2) & 1;
		int i1 = (i >> 1) & 1;
		int i0 = (i >> 0) & 1;

		palette.normal[i] = combine_6_weights(weights[0], i0, i1, i2, i3, i4, 0);
		palette.shadow[i] = combine_6_weights(weights[1], i0, i1, i2, i3, i4, 0);
		palette.hilight[i] = combine_6_weights(weights[1], i0, i1, i2, i3, i4, 1);
	}
}



/*************************************
 *
 *  Palette accessors
 *
 *************************************/

WRITE16_HANDLER( segaic16_paletteram_w )
{
	UINT16 newval;
	int r, g, b;

	/* get the new value */
	newval = segaic16_paletteram[offset];
	COMBINE_DATA(&newval);
	segaic16_paletteram[offset] = newval;

	/*     byte 0    byte 1 */
	/*  sBGR BBBB GGGG RRRR */
	/*  x000 4321 4321 4321 */
	r = ((newval >> 12) & 0x01) | ((newval << 1) & 0x1e);
	g = ((newval >> 13) & 0x01) | ((newval >> 3) & 0x1e);
	b = ((newval >> 14) & 0x01) | ((newval >> 7) & 0x1e);

	/* normal colors */
	palette_set_color_rgb(space->machine, offset + 0 * palette.entries, palette.normal[r],  palette.normal[g],  palette.normal[b]);
	palette_set_color_rgb(space->machine, offset + 1 * palette.entries, palette.shadow[r],  palette.shadow[g],  palette.shadow[b]);
	palette_set_color_rgb(space->machine, offset + 2 * palette.entries, palette.hilight[r], palette.hilight[g], palette.hilight[b]);
}



/*************************************
 *
 *  Draw a split tilemap in up to
 *  four pieces
 *
 *************************************/

static void segaic16_draw_virtual_tilemap(running_machine *machine, struct tilemap_info *info, bitmap_t *bitmap, const rectangle *cliprect, UINT16 pages, UINT16 xscroll, UINT16 yscroll, UINT32 flags, UINT32 priority)
{
	int leftmin = -1, leftmax = -1, rightmin = -1, rightmax = -1;
	int topmin = -1, topmax = -1, bottommin = -1, bottommax = -1;
	rectangle pageclip;
	int page;

	int width = video_screen_get_width(machine->primary_screen);
	int height = video_screen_get_height(machine->primary_screen);

	/* which half/halves of the virtual tilemap do we intersect in the X direction? */
	if (xscroll < 64*8 - width)
	{
		leftmin = 0;
		leftmax = width - 1;
		rightmin = -1;
	}
	else if (xscroll < 64*8)
	{
		leftmin = 0;
		leftmax = 64*8 - xscroll - 1;
		rightmin = leftmax + 1;
		rightmax = width - 1;
	}
	else if (xscroll < 128*8 - width)
	{
		rightmin = 0;
		rightmax = width - 1;
		leftmin = -1;
	}
	else
	{
		rightmin = 0;
		rightmax = 128*8 - xscroll - 1;
		leftmin = rightmax + 1;
		leftmax = width - 1;
	}

	/* which half/halves of the virtual tilemap do we intersect in the Y direction? */
	if (yscroll < 32*8 - height)
	{
		topmin = 0;
		topmax = height - 1;
		bottommin = -1;
	}
	else if (yscroll < 32*8)
	{
		topmin = 0;
		topmax = 32*8 - yscroll - 1;
		bottommin = topmax + 1;
		bottommax = height - 1;
	}
	else if (yscroll < 64*8 - height)
	{
		bottommin = 0;
		bottommax = height - 1;
		topmin = -1;
	}
	else
	{
		bottommin = 0;
		bottommax = 64*8 - yscroll - 1;
		topmin = bottommax + 1;
		topmax = height - 1;
	}

	/* if the tilemap is flipped, we need to flip our sense within each quadrant */
	if (info->flip)
	{
		if (leftmin != -1)
		{
			int temp = leftmin;
			leftmin = width - 1 - leftmax;
			leftmax = width - 1 - temp;
		}
		if (rightmin != -1)
		{
			int temp = rightmin;
			rightmin = width - 1 - rightmax;
			rightmax = width - 1 - temp;
		}
		if (topmin != -1)
		{
			int temp = topmin;
			topmin = height - 1 - topmax;
			topmax = height - 1 - temp;
		}
		if (bottommin != -1)
		{
			int temp = bottommin;
			bottommin = height - 1 - bottommax;
			bottommax = height - 1 - temp;
		}
	}

	/* draw the upper-left chunk */
	if (leftmin != -1 && topmin != -1)
	{
		pageclip.min_x = (leftmin < cliprect->min_x) ? cliprect->min_x : leftmin;
		pageclip.max_x = (leftmax > cliprect->max_x) ? cliprect->max_x : leftmax;
		pageclip.min_y = (topmin < cliprect->min_y) ? cliprect->min_y : topmin;
		pageclip.max_y = (topmax > cliprect->max_y) ? cliprect->max_y : topmax;
		if (pageclip.min_x <= pageclip.max_x && pageclip.min_y <= pageclip.max_y)
		{
			page = (pages >> 0) & 0xf;
			tilemap_set_scrollx(info->tilemaps[page], 0, xscroll);
			tilemap_set_scrolly(info->tilemaps[page], 0, yscroll);
			tilemap_draw(bitmap, &pageclip, info->tilemaps[page], flags, priority);
		}
	}

	/* draw the upper-right chunk */
	if (rightmin != -1 && topmin != -1)
	{
		pageclip.min_x = (rightmin < cliprect->min_x) ? cliprect->min_x : rightmin;
		pageclip.max_x = (rightmax > cliprect->max_x) ? cliprect->max_x : rightmax;
		pageclip.min_y = (topmin < cliprect->min_y) ? cliprect->min_y : topmin;
		pageclip.max_y = (topmax > cliprect->max_y) ? cliprect->max_y : topmax;
		if (pageclip.min_x <= pageclip.max_x && pageclip.min_y <= pageclip.max_y)
		{
			page = (pages >> 4) & 0xf;
			tilemap_set_scrollx(info->tilemaps[page], 0, xscroll);
			tilemap_set_scrolly(info->tilemaps[page], 0, yscroll);
			tilemap_draw(bitmap, &pageclip, info->tilemaps[page], flags, priority);
		}
	}

	/* draw the lower-left chunk */
	if (leftmin != -1 && bottommin != -1)
	{
		pageclip.min_x = (leftmin < cliprect->min_x) ? cliprect->min_x : leftmin;
		pageclip.max_x = (leftmax > cliprect->max_x) ? cliprect->max_x : leftmax;
		pageclip.min_y = (bottommin < cliprect->min_y) ? cliprect->min_y : bottommin;
		pageclip.max_y = (bottommax > cliprect->max_y) ? cliprect->max_y : bottommax;
		if (pageclip.min_x <= pageclip.max_x && pageclip.min_y <= pageclip.max_y)
		{
			page = (pages >> 8) & 0xf;
			tilemap_set_scrollx(info->tilemaps[page], 0, xscroll);
			tilemap_set_scrolly(info->tilemaps[page], 0, yscroll);
			tilemap_draw(bitmap, &pageclip, info->tilemaps[page], flags, priority);
		}
	}

	/* draw the lower-right chunk */
	if (rightmin != -1 && bottommin != -1)
	{
		pageclip.min_x = (rightmin < cliprect->min_x) ? cliprect->min_x : rightmin;
		pageclip.max_x = (rightmax > cliprect->max_x) ? cliprect->max_x : rightmax;
		pageclip.min_y = (bottommin < cliprect->min_y) ? cliprect->min_y : bottommin;
		pageclip.max_y = (bottommax > cliprect->max_y) ? cliprect->max_y : bottommax;
		if (pageclip.min_x <= pageclip.max_x && pageclip.min_y <= pageclip.max_y)
		{
			page = (pages >> 12) & 0xf;
			tilemap_set_scrollx(info->tilemaps[page], 0, xscroll);
			tilemap_set_scrolly(info->tilemaps[page], 0, yscroll);
			tilemap_draw(bitmap, &pageclip, info->tilemaps[page], flags, priority);
		}
	}
}



/*******************************************************************************************
 *
 *  Hang On/System 16A-style tilemaps
 *
 *  4 total pages (Hang On)
 *  8 total pages (System 16A)
 *  Column/rowscroll enabled via external signals
 *
 *  Tile format:
 *      Bits               Usage
 *      ??------ --------  Unknown
 *      --b----- --------  Tile bank select
 *      ---p---- --------  Tile priority versus sprites
 *      ----cccc ccc-----  Tile color palette
 *      ----nnnn nnnnnnnn  Tile index
 *
 *  Text format:
 *      Bits               Usage
 *      ????---- --------  Unknown
 *      ----p--- --------  Priority
 *      -----ccc --------  Tile color palette
 *      -------- nnnnnnnn  Tile index
 *
 *  Text RAM:
 *      Offset   Bits               Usage
 *      E8C      -aaa-bbb -ccc-ddd  Background tilemap page select (screen flipped)
 *      E8E      -aaa-bbb -ccc-ddd  Foreground tilemap page select (screen flipped)
 *      E9C      -aaa-bbb -ccc-ddd  Background tilemap page select
 *      E9E      -aaa-bbb -ccc-ddd  Foreground tilemap page select
 *      F24      -------- vvvvvvvv  Foreground tilemap vertical scroll
 *      F26      -------- vvvvvvvv  Background tilemap vertical scroll
 *      F30-F7D  -------- vvvvvvvv  Foreground tilemap per-16-pixel-column vertical scroll (every 2 words)
 *      F32-F7F  -------- vvvvvvvv  Background tilemap per-16-pixel-column vertical scroll (every 2 words)
 *      F80-FED  -------h hhhhhhhh  Foreground tilemap per-8-pixel-row horizontal scroll (every 2 words)
 *      F82-FEF  -------h hhhhhhhh  Background tilemap per-8-pixel-row horizontal scroll (every 2 words)
 *      FF8      -------h hhhhhhhh  Foreground tilemap horizontal scroll
 *      FFA      -------h hhhhhhhh  Background tilemap horizontal scroll
 *
 *******************************************************************************************/

static TILE_GET_INFO( segaic16_tilemap_16a_tile_info )
{
	const struct tilemap_callback_info *info = (const struct tilemap_callback_info *)param;
	UINT16 data = info->rambase[tile_index];
	int code = ((data >> 1) & 0x1000) | (data & 0xfff);
	int color = (data >> 5) & 0x7f;

	SET_TILE_INFO(0, code, color, 0);
	tileinfo->category = (data >> 12) & 1;
}


static TILE_GET_INFO( segaic16_tilemap_16a_text_info )
{
	const struct tilemap_callback_info *info = (const struct tilemap_callback_info *)param;
	UINT16 data = info->rambase[tile_index];
	int color = (data >> 8) & 0x07;
	int code = data & 0xff;

	SET_TILE_INFO(0, code, color, 0);
	tileinfo->category = (data >> 11) & 1;
}


static void segaic16_tilemap_16a_draw_layer(running_machine *machine, struct tilemap_info *info, bitmap_t *bitmap, const rectangle *cliprect, int which, int flags, int priority)
{
	UINT16 *textram = info->textram;

	/* note that the scrolling for these games can only scroll as much as the top-left */
	/* page; in order to scroll beyond that they swap pages and reset the scroll value */
	UINT16 xscroll = textram[0xff8/2 + which] & 0x1ff;
	UINT16 yscroll = textram[0xf24/2 + which] & 0x0ff;
	UINT16 pages = textram[(info->flip ? 0xe8e/2 : 0xe9e/2) - which];
	int x, y;

	/* pages are swapped along the X direction, and there are only 8 of them */
	pages = ((pages >> 4) & 0x0707) | ((pages << 4) & 0x7070);
	if (info->numpages == 4)
		pages &= 0x3333;

	/* column AND row scroll */
	if (info->colscroll && info->rowscroll)
	{
		if (PRINT_UNUSUAL_MODES) mame_printf_debug("Column AND row scroll\n");

		/* loop over row chunks */
		for (y = cliprect->min_y & ~7; y <= cliprect->max_y; y += 8)
		{
			int rowscrollindex = (info->flip ? (216 - y) : y) / 8;
			rectangle rowcolclip;

			/* adjust to clip this row only */
			rowcolclip.min_y = (y < cliprect->min_y) ? cliprect->min_y : y;
			rowcolclip.max_y = (y + 7 > cliprect->max_y) ? cliprect->max_y : y + 7;

			/* loop over column chunks */
			for (x = cliprect->min_x & ~15; x <= cliprect->max_x; x += 16)
			{
				UINT16 effxscroll, effyscroll;

				/* adjust to clip this column only */
				rowcolclip.min_x = (x < cliprect->min_x) ? cliprect->min_x : x;
				rowcolclip.max_x = (x + 15 > cliprect->max_x) ? cliprect->max_x : x + 15;

				/* get the effective scroll values */
				effxscroll = textram[0xf80/2 + rowscrollindex * 2 + which] & 0x1ff;
				effyscroll = textram[0xf30/2 + (x/16) * 2 + which] & 0x0ff;

				/* adjust the xscroll for flipped screen */
				if (info->flip)
					effxscroll += 17;

				/* draw the chunk */
				effxscroll = (0xc8 - effxscroll + info->xoffs) & 0x3ff;
				effyscroll = effyscroll & 0x1ff;
				segaic16_draw_virtual_tilemap(machine, info, bitmap, &rowcolclip, pages, effxscroll, effyscroll, flags, priority);
			}
		}
	}
	else if (info->colscroll)
	{
		if (PRINT_UNUSUAL_MODES) mame_printf_debug("Column scroll\n");

		/* loop over column chunks */
		for (x = cliprect->min_x & ~15; x <= cliprect->max_x; x += 16)
		{
			rectangle colclip = *cliprect;
			UINT16 effxscroll, effyscroll;

			/* adjust to clip this row only */
			colclip.min_x = (x < cliprect->min_x) ? cliprect->min_x : x;
			colclip.max_x = (x + 15 > cliprect->max_x) ? cliprect->max_x : x + 15;

			/* get the effective scroll values */
			effxscroll = xscroll;
			effyscroll = textram[0xf30/2 + (x/16) * 2 + which] & 0x0ff;

			/* adjust the xscroll for flipped screen */
			if (info->flip)
				effxscroll += 17;

			/* draw the chunk */
			effxscroll = (0xc8 - effxscroll + info->xoffs) & 0x3ff;
			effyscroll = effyscroll & 0x1ff;
			segaic16_draw_virtual_tilemap(machine, info, bitmap, &colclip, pages, effxscroll, effyscroll, flags, priority);
		}
	}
	else if (info->rowscroll)
	{
		if (PRINT_UNUSUAL_MODES) mame_printf_debug("Row scroll\n");

		/* loop over row chunks */
		for (y = cliprect->min_y & ~7; y <= cliprect->max_y; y += 8)
		{
			int rowscrollindex = (info->flip ? (216 - y) : y) / 8;
			rectangle rowclip = *cliprect;
			UINT16 effxscroll, effyscroll;

			/* adjust to clip this row only */
			rowclip.min_y = (y < cliprect->min_y) ? cliprect->min_y : y;
			rowclip.max_y = (y + 7 > cliprect->max_y) ? cliprect->max_y : y + 7;

			/* get the effective scroll values */
			effxscroll = textram[0xf80/2 + rowscrollindex * 2 + which] & 0x1ff;
			effyscroll = yscroll;

			/* adjust the xscroll for flipped screen */
			if (info->flip)
				effxscroll += 17;

			/* draw the chunk */
			effxscroll = (0xc8 - effxscroll + info->xoffs) & 0x3ff;
			effyscroll = effyscroll & 0x1ff;
			segaic16_draw_virtual_tilemap(machine, info, bitmap, &rowclip, pages, effxscroll, effyscroll, flags, priority);
		}
	}
	else
	{
		/* adjust the xscroll for flipped screen */
		if (info->flip)
			xscroll += 17;
		xscroll = (0xc8 - xscroll + info->xoffs) & 0x3ff;
		yscroll = yscroll & 0x1ff;
		segaic16_draw_virtual_tilemap(machine, info, bitmap, cliprect, pages, xscroll, yscroll, flags, priority);
	}
}



/*******************************************************************************************
 *
 *  System 16B-style tilemaps
 *
 *  16 total pages
 *  Column/rowscroll enabled via bits in text layer
 *  Alternate tilemap support
 *
 *  Tile format:
 *      Bits               Usage
 *      p------- --------  Tile priority versus sprites
 *      -??----- --------  Unknown
 *      ---ccccc cc------  Tile color palette
 *      ---nnnnn nnnnnnnn  Tile index
 *
 *  Text format:
 *      Bits               Usage
 *      p------- --------  Tile priority versus sprites
 *      -???---- --------  Unknown
 *      ----ccc- --------  Tile color palette
 *      -------n nnnnnnnn  Tile index
 *
 *  Alternate tile format:
 *      Bits               Usage
 *      p------- --------  Tile priority versus sprites
 *      -??----- --------  Unknown
 *      ----cccc ccc-----  Tile color palette
 *      ---nnnnn nnnnnnnn  Tile index
 *
 *  Alternate text format:
 *      Bits               Usage
 *      p------- --------  Tile priority versus sprites
 *      -???---- --------  Unknown
 *      -----ccc --------  Tile color palette
 *      -------- nnnnnnnn  Tile index
 *
 *  Text RAM:
 *      Offset   Bits               Usage
 *      E80      aaaabbbb ccccdddd  Foreground tilemap page select
 *      E82      aaaabbbb ccccdddd  Background tilemap page select
 *      E84      aaaabbbb ccccdddd  Alternate foreground tilemap page select
 *      E86      aaaabbbb ccccdddd  Alternate background tilemap page select
 *      E90      c------- --------  Foreground tilemap column scroll enable
 *               -------v vvvvvvvv  Foreground tilemap vertical scroll
 *      E92      c------- --------  Background tilemap column scroll enable
 *               -------v vvvvvvvv  Background tilemap vertical scroll
 *      E94      -------v vvvvvvvv  Alternate foreground tilemap vertical scroll
 *      E96      -------v vvvvvvvv  Alternate background tilemap vertical scroll
 *      E98      r------- --------  Foreground tilemap row scroll enable
 *               ------hh hhhhhhhh  Foreground tilemap horizontal scroll
 *      E9A      r------- --------  Background tilemap row scroll enable
 *               ------hh hhhhhhhh  Background tilemap horizontal scroll
 *      E9C      ------hh hhhhhhhh  Alternate foreground tilemap horizontal scroll
 *      E9E      ------hh hhhhhhhh  Alternate background tilemap horizontal scroll
 *      F16-F3F  -------- vvvvvvvv  Foreground tilemap per-16-pixel-column vertical scroll
 *      F56-F7F  -------- vvvvvvvv  Background tilemap per-16-pixel-column vertical scroll
 *      F80-FB7  a------- --------  Foreground tilemap per-8-pixel-row alternate tilemap enable
 *               -------h hhhhhhhh  Foreground tilemap per-8-pixel-row horizontal scroll
 *      FC0-FF7  a------- --------  Background tilemap per-8-pixel-row alternate tilemap enable
 *               -------h hhhhhhhh  Background tilemap per-8-pixel-row horizontal scroll
 *
 *******************************************************************************************/

static TILE_GET_INFO( segaic16_tilemap_16b_tile_info )
{
	const struct tilemap_callback_info *info = (const struct tilemap_callback_info *)param;
	UINT16 data = info->rambase[tile_index];
	int color = (data >> 6) & 0x7f;
	int code = data & 0x1fff;

	code = info->bank[code / info->banksize] * info->banksize + code % info->banksize;

	SET_TILE_INFO(0, code, color, 0);
	tileinfo->category = (data >> 15) & 1;
}


static TILE_GET_INFO( segaic16_tilemap_16b_text_info )
{
	const struct tilemap_callback_info *info = (const struct tilemap_callback_info *)param;
	UINT16 data = info->rambase[tile_index];
	int bank = info->bank[0];
	int color = (data >> 9) & 0x07;
	int code = data & 0x1ff;

	SET_TILE_INFO(0, bank * info->banksize + code, color, 0);
	tileinfo->category = (data >> 15) & 1;
}


static TILE_GET_INFO( segaic16_tilemap_16b_alt_tile_info )
{
	const struct tilemap_callback_info *info = (const struct tilemap_callback_info *)param;
	UINT16 data = info->rambase[tile_index];
	int color = (data >> 5) & 0x7f;
	int code = data & 0x1fff;

	code = info->bank[code / info->banksize] * info->banksize + code % info->banksize;

	SET_TILE_INFO(0, code, color, 0);
	tileinfo->category = (data >> 15) & 1;
}


static TILE_GET_INFO( segaic16_tilemap_16b_alt_text_info )
{
	const struct tilemap_callback_info *info = (const struct tilemap_callback_info *)param;
	UINT16 data = info->rambase[tile_index];
	int bank = info->bank[0];
	int color = (data >> 8) & 0x07;
	int code = data & 0xff;

	SET_TILE_INFO(0, bank * info->banksize + code, color, 0);
	tileinfo->category = (data >> 15) & 1;
}


static void segaic16_tilemap_16b_draw_layer(running_machine *machine, struct tilemap_info *info, bitmap_t *bitmap, const rectangle *cliprect, int which, int flags, int priority)
{
	UINT16 *textram = info->textram;
	UINT16 xscroll, yscroll, pages;
	int x, y;

	/* get global values */
	xscroll = info->latched_xscroll[which];
	yscroll = info->latched_yscroll[which];
	pages = info->latched_pageselect[which];

	/* column scroll? */
	if (yscroll & 0x8000)
	{
		if (PRINT_UNUSUAL_MODES) mame_printf_debug("Column AND row scroll\n");

		/* loop over row chunks */
		for (y = cliprect->min_y & ~7; y <= cliprect->max_y; y += 8)
		{
			int rowscrollindex = (info->flip ? (216 - y) : y) / 8;
			rectangle rowcolclip;

			/* adjust to clip this row only */
			rowcolclip.min_y = (y < cliprect->min_y) ? cliprect->min_y : y;
			rowcolclip.max_y = (y + 7 > cliprect->max_y) ? cliprect->max_y : y + 7;

			/* loop over column chunks */
			for (x = ((cliprect->min_x + 8) & ~15) - 8; x <= cliprect->max_x; x += 16)
			{
				UINT16 effxscroll, effyscroll, rowscroll;
				UINT16 effpages = pages;

				/* adjust to clip this column only */
				rowcolclip.min_x = (x < cliprect->min_x) ? cliprect->min_x : x;
				rowcolclip.max_x = (x + 15 > cliprect->max_x) ? cliprect->max_x : x + 15;

				/* get the effective scroll values */
				rowscroll = textram[0xf80/2 + 0x40/2 * which + rowscrollindex];
				effxscroll = (xscroll & 0x8000) ? rowscroll : xscroll;
				effyscroll = textram[0xf16/2 + 0x40/2 * which + (x+8)/16];

				/* are we using an alternate? */
				if (rowscroll & 0x8000)
				{
					effxscroll = info->latched_xscroll[which + 2];
					effyscroll = info->latched_yscroll[which + 2];
					effpages = info->latched_pageselect[which + 2];
				}

				/* draw the chunk */
				effxscroll = (0xc0 - effxscroll + info->xoffs) & 0x3ff;
				effyscroll = effyscroll & 0x1ff;
				segaic16_draw_virtual_tilemap(machine, info, bitmap, &rowcolclip, effpages, effxscroll, effyscroll, flags, priority);
			}
		}
	}
	else
	{
		if (PRINT_UNUSUAL_MODES) mame_printf_debug("Row scroll\n");

		/* loop over row chunks */
		for (y = cliprect->min_y & ~7; y <= cliprect->max_y; y += 8)
		{
			int rowscrollindex = (info->flip ? (216 - y) : y) / 8;
			rectangle rowclip = *cliprect;
			UINT16 effxscroll, effyscroll, rowscroll;
			UINT16 effpages = pages;

			/* adjust to clip this row only */
			rowclip.min_y = (y < cliprect->min_y) ? cliprect->min_y : y;
			rowclip.max_y = (y + 7 > cliprect->max_y) ? cliprect->max_y : y + 7;

			/* get the effective scroll values */
			rowscroll = textram[0xf80/2 + 0x40/2 * which + rowscrollindex];
			effxscroll = (xscroll & 0x8000) ? rowscroll : xscroll;
			effyscroll = yscroll;

			/* are we using an alternate? */
			if (rowscroll & 0x8000)
			{
				effxscroll = info->latched_xscroll[which + 2];
				effyscroll = info->latched_yscroll[which + 2];
				effpages = info->latched_pageselect[which + 2];
			}

			/* draw the chunk */
			effxscroll = (0xc0 - effxscroll + info->xoffs) & 0x3ff;
			effyscroll = effyscroll & 0x1ff;
			segaic16_draw_virtual_tilemap(machine, info, bitmap, &rowclip, effpages, effxscroll, effyscroll, flags, priority);
		}
	}
}


static TIMER_CALLBACK( segaic16_tilemap_16b_latch_values )
{
	struct tilemap_info *info = &bg_tilemap[param];
	UINT16 *textram = info->textram;
	int i;

	/* latch the scroll and page select values */
	for (i = 0; i < 4; i++)
	{
		info->latched_pageselect[i] = textram[0xe80/2 + i];
		info->latched_yscroll[i] = textram[0xe90/2 + i];
		info->latched_xscroll[i] = textram[0xe98/2 + i];
	}

	/* set a timer to do this again next frame */
	timer_set(machine, video_screen_get_time_until_pos(machine->primary_screen, 261, 0), NULL, param, segaic16_tilemap_16b_latch_values);
}


static void segaic16_tilemap_16b_reset(running_machine *machine, struct tilemap_info *info)
{
	/* set a timer to latch values on scanline 261 */
	timer_set(machine, video_screen_get_time_until_pos(machine->primary_screen, 261, 0), NULL, info->index, segaic16_tilemap_16b_latch_values);
}



/*************************************
 *
 *  General tilemap initialization
 *
 *************************************/

void segaic16_tilemap_init(running_machine *machine, int which, int type, int colorbase, int xoffs, int numbanks)
{
	struct tilemap_info *info = &bg_tilemap[which];
	tile_get_info_func get_text_info;
	tile_get_info_func get_tile_info;
	int pagenum;
	int i;

	/* reset the tilemap info */
	memset(info, 0, sizeof(*info));
	info->index = which;
	info->type = type;
	for (i = 0; i < numbanks; i++)
		info->bank[i] = i;
	info->banksize = 0x2000 / numbanks;
	info->xoffs = xoffs;

	/* set up based on which tilemap */
	switch (which)
	{
		case 0:
			info->textram = segaic16_textram_0;
			info->tileram = segaic16_tileram_0;
			break;

		default:
			fatalerror("Invalid tilemap index specified in segaic16_tilemap_init");
	}

	/* determine the parameters of the tilemaps */
	switch (type)
	{
		case SEGAIC16_TILEMAP_HANGON:
			get_text_info = segaic16_tilemap_16a_text_info;
			get_tile_info = segaic16_tilemap_16a_tile_info;
			info->numpages = 4;
			info->draw_layer = segaic16_tilemap_16a_draw_layer;
			info->reset = NULL;
			break;

		case SEGAIC16_TILEMAP_16A:
			get_text_info = segaic16_tilemap_16a_text_info;
			get_tile_info = segaic16_tilemap_16a_tile_info;
			info->numpages = 8;
			info->draw_layer = segaic16_tilemap_16a_draw_layer;
			info->reset = NULL;
			break;

		case SEGAIC16_TILEMAP_16B:
			get_text_info = segaic16_tilemap_16b_text_info;
			get_tile_info = segaic16_tilemap_16b_tile_info;
			info->numpages = 16;
			info->draw_layer = segaic16_tilemap_16b_draw_layer;
			info->reset = segaic16_tilemap_16b_reset;
			break;

		case SEGAIC16_TILEMAP_16B_ALT:
			get_text_info = segaic16_tilemap_16b_alt_text_info;
			get_tile_info = segaic16_tilemap_16b_alt_tile_info;
			info->numpages = 16;
			info->draw_layer = segaic16_tilemap_16b_draw_layer;
			info->reset = segaic16_tilemap_16b_reset;
			break;

		default:
			fatalerror("Invalid tilemap type specified in segaic16_tilemap_init");
	}

	/* create the tilemap for the text layer */
	info->textmap = tilemap_create(machine, get_text_info, tilemap_scan_rows,  8,8, 64,28);

	/* configure it */
	info->textmap_info.rambase = info->textram;
	info->textmap_info.bank = info->bank;
	info->textmap_info.banksize = info->banksize;
	tilemap_set_user_data(info->textmap, &info->textmap_info);
	tilemap_set_palette_offset(info->textmap, colorbase);
	tilemap_set_transparent_pen(info->textmap, 0);
	tilemap_set_scrolldx(info->textmap, -192 + xoffs, -170 + xoffs);
	tilemap_set_scrolldy(info->textmap, 0, 38);

	/* create the tilemaps for the tile pages */
	for (pagenum = 0; pagenum < info->numpages; pagenum++)
	{
		/* each page is 64x32 */
		info->tilemaps[pagenum] = tilemap_create(machine, get_tile_info, tilemap_scan_rows,  8,8, 64,32);

		/* configure the tilemap */
		info->tmap_info[pagenum].rambase = info->tileram + pagenum * 64*32;
		info->tmap_info[pagenum].bank = info->bank;
		info->tmap_info[pagenum].banksize = info->banksize;
		tilemap_set_user_data(info->tilemaps[pagenum], &info->tmap_info[pagenum]);
		tilemap_set_palette_offset(info->tilemaps[pagenum], colorbase);
		tilemap_set_transparent_pen(info->tilemaps[pagenum], 0);
		tilemap_set_scrolldx(info->tilemaps[pagenum], 0, 22);
		tilemap_set_scrolldy(info->tilemaps[pagenum], 0, 38);
	}
}



/*************************************
 *
 *  General tilemap rendering
 *
 *************************************/

void segaic16_tilemap_draw(const device_config *screen, bitmap_t *bitmap, const rectangle *cliprect, int which, int map, int priority, int priority_mark)
{
	running_machine *machine = screen->machine;
	struct tilemap_info *info = &bg_tilemap[which];

	/* text layer is a special common case */
	if (map == SEGAIC16_TILEMAP_TEXT)
		tilemap_draw(bitmap, cliprect, info->textmap, priority, priority_mark);

	/* other layers are handled differently per-system */
	else
		(*info->draw_layer)(machine, info, bitmap, cliprect, map, priority, priority_mark);
}



/*************************************
 *
 *  General tilemap reset
 *
 *************************************/

void segaic16_tilemap_reset(running_machine *machine, int which)
{
	struct tilemap_info *info = &bg_tilemap[which];

	if (info->reset)
		(*info->reset)(machine, info);
}



/*************************************
 *
 *  General tilemap banking
 *
 *************************************/

void segaic16_tilemap_set_bank(running_machine *machine, int which, int banknum, int offset)
{
	struct tilemap_info *info = &bg_tilemap[which];

	if (info->bank[banknum] != offset)
	{
		const device_config *screen = machine->primary_screen;
		video_screen_update_partial(screen, video_screen_get_vpos(screen));
		info->bank[banknum] = offset;
		tilemap_mark_all_tiles_dirty_all(machine);
	}
}



/*************************************
 *
 *  General tilemap screen flipping
 *
 *************************************/

void segaic16_tilemap_set_flip(running_machine *machine, int which, int flip)
{
	struct tilemap_info *info = &bg_tilemap[which];
	int pagenum;

	flip = (flip != 0);
	if (info->flip != flip)
	{
		const device_config *screen = machine->primary_screen;
		video_screen_update_partial(screen, video_screen_get_vpos(screen));
		info->flip = flip;
		tilemap_set_flip(info->textmap, flip ? (TILEMAP_FLIPX | TILEMAP_FLIPY) : 0);
		for (pagenum = 0; pagenum < info->numpages; pagenum++)
			tilemap_set_flip(info->tilemaps[pagenum], flip ? (TILEMAP_FLIPX | TILEMAP_FLIPY) : 0);
	}
}



/*************************************
 *
 *  General tilemap row scroll enable
 *
 *************************************/

void segaic16_tilemap_set_rowscroll(running_machine *machine, int which, int enable)
{
	struct tilemap_info *info = &bg_tilemap[which];

	enable = (enable != 0);
	if (info->rowscroll != enable)
	{
		const device_config *screen = machine->primary_screen;
		video_screen_update_partial(screen, video_screen_get_vpos(screen));
		info->rowscroll = enable;
	}
}



/*************************************
 *
 *  General tilemap column scroll enable
 *
 *************************************/

void segaic16_tilemap_set_colscroll(running_machine *machine, int which, int enable)
{
	struct tilemap_info *info = &bg_tilemap[which];

	enable = (enable != 0);
	if (info->colscroll != enable)
	{
		const device_config *screen = machine->primary_screen;
		video_screen_update_partial(screen, video_screen_get_vpos(screen));
		info->colscroll = enable;
	}
}



/*************************************
 *
 *  General tilemap write handlers
 *
 *************************************/

WRITE16_HANDLER( segaic16_tileram_0_w )
{
	COMBINE_DATA(&segaic16_tileram_0[offset]);
	tilemap_mark_tile_dirty(bg_tilemap[0].tilemaps[offset / (64*32)], offset % (64*32));
}


WRITE16_HANDLER( segaic16_textram_0_w )
{
	/* certain ranges need immediate updates */
	if (offset >= 0xe80/2)
		video_screen_update_partial(space->machine->primary_screen, video_screen_get_vpos(space->machine->primary_screen));

	COMBINE_DATA(&segaic16_textram_0[offset]);
	tilemap_mark_tile_dirty(bg_tilemap[0].textmap, offset);
}



/*******************************************************************************************
 *
 *  Hang On-style sprites
 *
 *      Offs  Bits               Usage
 *       +0   bbbbbbbb --------  Bottom scanline of sprite - 1
 *       +0   -------- tttttttt  Top scanline of sprite - 1
 *       +2   bbbb---- --------  Sprite bank
 *       +2   -------x xxxxxxxx  X position of sprite (position $BD is screen position 0)
 *       +4   pppppppp pppppppp  Signed 16-bit pitch value between scanlines
 *       +6   -ooooooo oooooooo  Offset within selected sprite bank
 *       +6   f------- --------  Horizontal flip: read the data backwards if set
 *       +8   --cccccc --------  Sprite color palette
 *       +8   -------- zzzzzz--  Zoom factor
 *       +8   -------- ------pp  Sprite priority
 *       +E   dddddddd dddddddd  Scratch space for current address
 *
 *  Special notes:
 *
 *      There is an interaction between the horizonal flip bit and the offset.
 *      The offset is maintained as a 16-bit value, even though only the lower
 *      15 bits are used for the address. The top bit is used to control flipping.
 *      This means that if the low 15 bits overflow during rendering, the sprite
 *      data will be read backwards after the overflow. This is important to
 *      emulate correctly as many games make use of this feature to render sprites
 *      at the beginning of a bank.
 *
 *******************************************************************************************/

#define hangon_draw_pixel()													\
	/* only draw if onscreen, not 0 or 15 */								\
	if (pix != 0 && pix != 15)												\
	{																		\
		/* are we high enough priority to be visible? */					\
		if (sprpri > pri[x])												\
		{																	\
			/* shadow/hilight mode? */										\
			if (color == info->colorbase + (0x3f << 4))						\
				dest[x] += info->shadow ? palette.entries*2 : palette.entries;	\
																			\
			/* regular draw */												\
			else															\
				dest[x] = pix | color;										\
		}																	\
																			\
		/* always mark priority so no one else draws here */				\
		pri[x] = 0xff;														\
	}																		\

static void segaic16_sprites_hangon_draw(running_machine *machine, struct sprite_info *info, bitmap_t *bitmap, const rectangle *cliprect)
{
	UINT8 numbanks = memory_region_length(machine, "gfx2") / 0x10000;
	const UINT16 *spritebase = (const UINT16 *)memory_region(machine, "gfx2");
	const UINT8 *zoom = (const UINT8 *)memory_region(machine, "proms");
	UINT16 *data;

	/* first scan forward to find the end of the list */
	for (data = info->spriteram; data < info->spriteram + info->ramsize/2; data += 8)
		if ((data[0] >> 8) > 0xf0)
			break;

	/* now scan backwards and render the sprites in order */
	for (data -= 8; data >= info->spriteram; data -= 8)
	{
		int bottom  = (data[0] >> 8) + 1;
		int top     = (data[0] & 0xff) + 1;
		int bank    = info->bank[(data[1] >> 12) & 0xf];
		int xpos    = (data[1] & 0x1ff) - 0xbd;
		int pitch   = (INT16)data[2];
		UINT16 addr = data[3];
		int color   = info->colorbase + (((data[4] >> 8) & 0x3f) << 4);
		int vzoom   = (data[4] >> 2) & 0x3f;
		int hzoom   = vzoom << 1;
		int sprpri  = 1 << ((data[4] >> 0) & 0x3);
		int x, y, pix, zaddr, zmask;
		const UINT16 *spritedata;

		/* initialize the end address to the start address */
		data[7] = addr;

		/* if hidden, or top greater than/equal to bottom, or invalid bank, punt */
		if ((top >= bottom) || bank == 255)
			continue;

		/* clamp to within the memory region size */
		if (numbanks)
			bank %= numbanks;
		spritedata = spritebase + 0x8000 * bank;

		/* determine the starting zoom address and mask */
		zaddr = (vzoom & 0x38) << 5;
		zmask = 1 << (vzoom & 7);

		/* loop from top to bottom */
		for (y = top; y < bottom; y++)
		{
			/* advance a row */
			addr += pitch;

			/* if the zoom bit says so, add pitch a second time */
			if (zoom[zaddr++] & zmask)
				addr += pitch;

			/* skip drawing if not within the cliprect */
			if (y >= cliprect->min_y && y <= cliprect->max_y)
			{
				UINT16 *dest = BITMAP_ADDR16(bitmap, y, 0);
				UINT8 *pri = BITMAP_ADDR8(machine->priority_bitmap, y, 0);
				int xacc = 0x00;

				/* note that the System 16A sprites have a design flaw that allows the address */
				/* to carry into the flip flag, which is the topmost bit -- it is very important */
				/* to emulate this as the games compensate for it */

				/* non-flipped case */
				if (!(addr & 0x8000))
				{
					/* start at the word before because we preincrement below */
					data[7] = addr - 1;
					for (x = xpos; x <= cliprect->max_x; )
					{
						UINT16 pixels = spritedata[++data[7] & 0x7fff];

						/* draw four pixels */
						pix = (pixels >> 12) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) hangon_draw_pixel(); x++; }
						pix = (pixels >>  8) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) hangon_draw_pixel(); x++; }
						pix = (pixels >>  4) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) hangon_draw_pixel(); x++; }
						pix = (pixels >>  0) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) hangon_draw_pixel(); x++; }

						/* stop if the last pixel in the group was 0xf */
						if (pix == 15)
							break;
					}
				}

				/* flipped case */
				else
				{
					/* start at the word after because we predecrement below */
					data[7] = addr + 1;
					for (x = xpos; x <= cliprect->max_x; )
					{
						UINT16 pixels = spritedata[--data[7] & 0x7fff];

						/* draw four pixels */
						pix = (pixels >>  0) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) hangon_draw_pixel(); x++; }
						pix = (pixels >>  4) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) hangon_draw_pixel(); x++; }
						pix = (pixels >>  8) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) hangon_draw_pixel(); x++; }
						pix = (pixels >> 12) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) hangon_draw_pixel(); x++; }

						/* stop if the last pixel in the group was 0xf */
						if (pix == 15)
							break;
					}
				}
			}
		}
	}
}



/*******************************************************************************************
 *
 *  Space Harrier-style sprites
 *
 *      Offs  Bits               Usage
 *       +0   bbbbbbbb --------  Bottom scanline of sprite - 1
 *       +0   -------- tttttttt  Top scanline of sprite - 1
 *       +2   bbbb---- --------  Sprite bank
 *       +2   -------x xxxxxxxx  X position of sprite (position $BD is screen position 0)
 *       +4   s------- --------  Sprite shadow enable (0=enable, 1=disable)
 *       +4   -p------ --------  Sprite priority
 *       +4   --cccccc --------  Sprite color palette
 *       +4   -------- -ppppppp  Signed 7-bit pitch value between scanlines
 *       +6   f------- --------  Horizontal flip: read the data backwards if set
 *       +6   -ooooooo oooooooo  Offset within selected sprite bank
 *       +8   --zzzzzz --------  Horizontal zoom factor
 *       +8   -------- --zzzzzz  Vertical zoom factor
 *       +E   dddddddd dddddddd  Scratch space for current address
 *
 *  Special notes:
 *
 *      There is an interaction between the horizonal flip bit and the offset.
 *      The offset is maintained as a 16-bit value, even though only the lower
 *      15 bits are used for the address. The top bit is used to control flipping.
 *      This means that if the low 15 bits overflow during rendering, the sprite
 *      data will be read backwards after the overflow. This is important to
 *      emulate correctly as many games make use of this feature to render sprites
 *      at the beginning of a bank.
 *
 *******************************************************************************************/

#define sharrier_draw_pixel()												\
	/* only draw if onscreen, not 0 or 15 */								\
	if (pix != 0 && pix != 15)												\
	{																		\
		/* are we high enough priority to be visible? */					\
		if (sprpri > pri[x])												\
		{																	\
			/* shadow/hilight mode? */										\
			if (shadow && pix == 0xa)										\
				dest[x] += (segaic16_paletteram[dest[x]] & 0x8000) ? palette.entries*2 : palette.entries;	\
																			\
			/* regular draw */												\
			else															\
				dest[x] = pix | color;										\
		}																	\
																			\
		/* always mark priority so no one else draws here */				\
		pri[x] = 0xff;														\
	}																		\

static void segaic16_sprites_sharrier_draw(running_machine *machine, struct sprite_info *info, bitmap_t *bitmap, const rectangle *cliprect)
{
	UINT8 numbanks = memory_region_length(machine, "gfx2") / 0x20000;
	const UINT32 *spritebase = (const UINT32 *)memory_region(machine, "gfx2");
	const UINT8 *zoom = (const UINT8 *)memory_region(machine, "proms");
	UINT16 *data;

	/* first scan forward to find the end of the list */
	for (data = info->spriteram; data < info->spriteram + info->ramsize/2; data += 8)
		if ((data[0] >> 8) > 0xf0)
			break;

	/* now scan backwards and render the sprites in order */
	for (data -= 8; data >= info->spriteram; data -= 8)
	{
		int bottom  = (data[0] >> 8) + 1;
		int top     = (data[0] & 0xff) + 1;
		int bank    = info->bank[(data[1] >> 12) & 0x7];
		int xpos    = (data[1] & 0x1ff) - 0xbd;
		int shadow  = (~data[2] >> 15) & 1;
		int sprpri  = ((data[2] >> 14) & 1) ? (1<<3) : (1<<1);
		int color   = info->colorbase + (((data[2] >> 8) & 0x3f) << 4);
		int pitch   = (INT16)(data[2] << 9) >> 9;
		UINT16 addr = data[3];
		int hzoom   = ((data[4] >> 8) & 0x3f) << 1;
		int vzoom   = (data[4] >> 0) & 0x3f;
		int x, y, pix, zaddr, zmask;
		const UINT32 *spritedata;

		/* initialize the end address to the start address */
		data[7] = addr;

		/* if hidden, or top greater than/equal to bottom, or invalid bank, punt */
		if ((top >= bottom) || bank == 255)
			continue;

		/* clamp to within the memory region size */
		if (numbanks)
			bank %= numbanks;
		spritedata = spritebase + 0x8000 * bank;

		/* determine the starting zoom address and mask */
		zaddr = (vzoom & 0x38) << 5;
		zmask = 1 << (vzoom & 7);

		/* loop from top to bottom */
		for (y = top; y < bottom; y++)
		{
			/* advance a row */
			addr += pitch;

			/* if the zoom bit says so, add pitch a second time */
			if (zoom[zaddr++] & zmask)
				addr += pitch;

			/* skip drawing if not within the cliprect */
			if (y >= cliprect->min_y && y <= cliprect->max_y)
			{
				UINT16 *dest = BITMAP_ADDR16(bitmap, y, 0);
				UINT8 *pri = BITMAP_ADDR8(machine->priority_bitmap, y, 0);
				int xacc = 0x00;

				/* note that the System 16A sprites have a design flaw that allows the address */
				/* to carry into the flip flag, which is the topmost bit -- it is very important */
				/* to emulate this as the games compensate for it */

				/* non-flipped case */
				if (!(addr & 0x8000))
				{
					/* start at the word before because we preincrement below */
					data[7] = addr - 1;
					for (x = xpos; x <= cliprect->max_x; )
					{
						UINT32 pixels = spritedata[++data[7] & 0x7fff];

						/* draw 8 pixels */
						pix = (pixels >> 28) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >> 24) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >> 20) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >> 16) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >> 12) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >>  8) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >>  4) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >>  0) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }

						/* stop if the last pixel in the group was 0xf */
						if (pix == 15)
							break;
					}
				}

				/* flipped case */
				else
				{
					/* start at the word after because we predecrement below */
					data[7] = addr + 1;
					for (x = xpos; x <= cliprect->max_x; )
					{
						UINT32 pixels = spritedata[--data[7] & 0x7fff];

						/* draw 8 pixels */
						pix = (pixels >>  0) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >>  4) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >>  8) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >> 12) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >> 16) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >> 20) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >> 24) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }
						pix = (pixels >> 28) & 0xf; xacc = (xacc & 0xff) + hzoom; if (xacc < 0x100) { if (x >= cliprect->min_x) sharrier_draw_pixel(); x++; }

						/* stop if the last pixel in the group was 0xf */
						if (pix == 15)
							break;
					}
				}
			}
		}
	}
}



/*******************************************************************************************
 *
 *  System 16A-style sprites
 *
 *      Offs  Bits               Usage
 *       +0   bbbbbbbb --------  Bottom scanline of sprite - 1
 *       +0   -------- tttttttt  Top scanline of sprite - 1
 *       +2   -------x xxxxxxxx  X position of sprite (position $BD is screen position 0)
 *       +4   pppppppp pppppppp  Signed 16-bit pitch value between scanlines
 *       +6   -ooooooo oooooooo  Offset within selected sprite bank
 *       +6   f------- --------  Horizontal flip: read the data backwards if set
 *       +8   --cccccc --------  Sprite color palette
 *       +8   -------- -bbb----  Sprite bank
 *       +8   -------- ------pp  Sprite priority
 *       +E   dddddddd dddddddd  Scratch space for current address
 *
 *  Special notes:
 *
 *      There is an interaction between the horizonal flip bit and the offset.
 *      The offset is maintained as a 16-bit value, even though only the lower
 *      15 bits are used for the address. The top bit is used to control flipping.
 *      This means that if the low 15 bits overflow during rendering, the sprite
 *      data will be read backwards after the overflow. This is important to
 *      emulate correctly as many games make use of this feature to render sprites
 *      at the beginning of a bank.
 *
 *******************************************************************************************/

#define system16a_draw_pixel()												\
	/* only draw if onscreen, not 0 or 15 */								\
	if (x >= cliprect->min_x && x <= cliprect->max_x && pix != 0 && pix != 15) \
	{																		\
		/* are we high enough priority to be visible? */					\
		if (sprpri > pri[x])												\
		{																	\
			/* shadow/hilight mode? */										\
			if (color == info->colorbase + (0x3f << 4))						\
				dest[x] += (segaic16_paletteram[dest[x]] & 0x8000) ? palette.entries*2 : palette.entries;	\
																			\
			/* regular draw */												\
			else															\
				dest[x] = pix | color;										\
		}																	\
																			\
		/* always mark priority so no one else draws here */				\
		pri[x] = 0xff;														\
	}																		\

static void segaic16_sprites_16a_draw(running_machine *machine, struct sprite_info *info, bitmap_t *bitmap, const rectangle *cliprect)
{
	UINT8 numbanks = memory_region_length(machine, "gfx2") / 0x10000;
	const UINT16 *spritebase = (const UINT16 *)memory_region(machine, "gfx2");
	UINT16 *data;

	/* first scan forward to find the end of the list */
	for (data = info->spriteram; data < info->spriteram + info->ramsize/2; data += 8)
		if ((data[0] >> 8) > 0xf0)
			break;

	/* now scan backwards and render the sprites in order */
	for (data -= 8; data >= info->spriteram; data -= 8)
	{
		int bottom  = (data[0] >> 8) + 1;
		int top     = (data[0] & 0xff) + 1;
		int xpos    = (data[1] & 0x1ff) - 0xbd;
		int pitch   = (INT16)data[2];
		UINT16 addr = data[3];
		int color   = info->colorbase + (((data[4] >> 8) & 0x3f) << 4);
		int bank    = info->bank[(data[4] >> 4) & 0x7];
		int sprpri  = 1 << ((data[4] >> 0) & 0x3);
		const UINT16 *spritedata;
		int x, y, pix, xdelta = 1;

		/* initialize the end address to the start address */
		data[7] = addr;

		/* if hidden, or top greater than/equal to bottom, or invalid bank, punt */
		if ((top >= bottom) || bank == 255)
			continue;

		/* clamp to within the memory region size */
		if (numbanks)
			bank %= numbanks;
		spritedata = spritebase + 0x8000 * bank;

		/* adjust positions for screen flipping */
		if (info->flip)
		{
			int temp = top;
			top = 224 - bottom;
			bottom = 224 - temp;
			xpos = 320 - xpos;
			xdelta = -1;
		}

		/* loop from top to bottom */
		for (y = top; y < bottom; y++)
		{
			/* advance a row */
			addr += pitch;

			/* skip drawing if not within the cliprect */
			if (y >= cliprect->min_y && y <= cliprect->max_y)
			{
				UINT16 *dest = BITMAP_ADDR16(bitmap, y, 0);
				UINT8 *pri = BITMAP_ADDR8(machine->priority_bitmap, y, 0);

				/* note that the System 16A sprites have a design flaw that allows the address */
				/* to carry into the flip flag, which is the topmost bit -- it is very important */
				/* to emulate this as the games compensate for it */

				/* non-flipped case */
				if (!(addr & 0x8000))
				{
					/* start at the word before because we preincrement below */
					data[7] = addr - 1;
					for (x = xpos; ((xpos - x) & 0x1ff) != 1; )
					{
						UINT16 pixels = spritedata[++data[7] & 0x7fff];

						/* draw four pixels */
						pix = (pixels >> 12) & 0xf; system16a_draw_pixel(); x += xdelta;
						pix = (pixels >>  8) & 0xf; system16a_draw_pixel(); x += xdelta;
						pix = (pixels >>  4) & 0xf; system16a_draw_pixel(); x += xdelta;
						pix = (pixels >>  0) & 0xf; system16a_draw_pixel(); x += xdelta;

						/* stop if the last pixel in the group was 0xf */
						if (pix == 15)
							break;
					}
				}

				/* flipped case */
				else
				{
					/* start at the word after because we predecrement below */
					data[7] = addr + 1;
					for (x = xpos; ((xpos - x) & 0x1ff) != 1; )
					{
						UINT16 pixels = spritedata[--data[7] & 0x7fff];

						/* draw four pixels */
						pix = (pixels >>  0) & 0xf; system16a_draw_pixel(); x += xdelta;
						pix = (pixels >>  4) & 0xf; system16a_draw_pixel(); x += xdelta;
						pix = (pixels >>  8) & 0xf; system16a_draw_pixel(); x += xdelta;
						pix = (pixels >> 12) & 0xf; system16a_draw_pixel(); x += xdelta;

						/* stop if the last pixel in the group was 0xf */
						if (pix == 15)
							break;
					}
				}
			}
		}
	}
}



/*******************************************************************************************
 *
 *  System 16B-style sprites
 *
 *      Offs  Bits               Usage
 *       +0   bbbbbbbb --------  Bottom scanline of sprite - 1
 *       +0   -------- tttttttt  Top scanline of sprite - 1
 *       +2   -------x xxxxxxxx  X position of sprite (position $BD is screen position 0)
 *       +4   e------- --------  Signify end of sprite list
 *       +4   -h------ --------  Hide this sprite
 *       +4   -------f --------  Horizontal flip: read the data backwards if set
 *       +4   -------- pppppppp  Signed 8-bit pitch value between scanlines
 *       +6   oooooooo oooooooo  Offset within selected sprite bank
 *       +8   ----bbbb --------  Sprite bank
 *       +8   -------- pp------  Sprite priority, relative to tilemaps
 *       +8   -------- --cccccc  Sprite color palette
 *       +A   ------vv vvv-----  Vertical zoom factor (0 = full size, 0x10 = half size)
 *       +A   -------- ---hhhhh  Horizontal zoom factor (0 = full size, 0x10 = half size)
 *       +E   dddddddd dddddddd  Scratch space for current address
 *
 *  Note that the zooming described below is 100% accurate to the real board.
 *
 *******************************************************************************************/

#define system16b_draw_pixel()												\
	/* only draw if onscreen, not 0 or 15 */								\
	if (x >= cliprect->min_x && x <= cliprect->max_x && pix != 0 && pix != 15) \
	{																		\
		/* are we high enough priority to be visible? */					\
		if (sprpri > pri[x])												\
		{																	\
			/* shadow/hilight mode? */										\
			if (color == info->colorbase + (0x3f << 4))						\
			{																\
				/* we have to check this for System 18 so that we don't */  \
				/* attempt to shadow VDP pixels */							\
				if (dest[x] < palette.entries)								\
					dest[x] += (segaic16_paletteram[dest[x]] & 0x8000) ? palette.entries*2 : palette.entries; \
			}																\
																			\
			/* regular draw */												\
			else															\
				dest[x] = pix | color;										\
		}																	\
																			\
		/* always mark priority so no one else draws here */				\
		pri[x] = 0xff;														\
	}																		\

static void segaic16_sprites_16b_draw(running_machine *machine, struct sprite_info *info, bitmap_t *bitmap, const rectangle *cliprect)
{
	UINT8 numbanks;
	const UINT16 *spritebase;
	UINT16 *data;

	spritebase = (const UINT16 *)memory_region(machine, "gfx2");
	if (!spritebase)
		return;

	numbanks = memory_region_length(machine, "gfx2") / 0x20000;

	/* first scan forward to find the end of the list */
	for (data = info->spriteram; data < info->spriteram + info->ramsize/2; data += 8)
		if (data[2] & 0x8000)
			break;

	/* now scan backwards and render the sprites in order */
	for (data -= 8; data >= info->spriteram; data -= 8)
	{
		int bottom  = data[0] >> 8;
		int top     = data[0] & 0xff;
		int xpos    = (data[1] & 0x1ff);
		int hide    = data[2] & 0x4000;
		int flip    = data[2] & 0x100;
		int pitch   = (INT8)(data[2] & 0xff);
		UINT16 addr = data[3];
		int bank    = info->bank[(data[4] >> 8) & 0xf];
		int sprpri  = 1 << ((data[4] >> 6) & 0x3);
		int color   = info->colorbase + ((data[4] & 0x3f) << 4);
		int vzoom   = (data[5] >> 5) & 0x1f;
		int hzoom   = data[5] & 0x1f;
		const UINT16 *spritedata;
		int x, y, pix, xdelta = 1;

		/* some bootlegs have offset sprites */
		xpos += info->xoffs;
		xpos &= 0x1ff;

		/* originals all have this offset */
		xpos -= 0xb8;

		/* initialize the end address to the start address */
		data[7] = addr;

		/* if hidden, or top greater than/equal to bottom, or invalid bank, punt */
		if (hide || (top >= bottom) || bank == 255)
			continue;

		/* clamp to within the memory region size */
		if (numbanks)
			bank %= numbanks;
		spritedata = spritebase + 0x10000 * bank;

		/* reset the yzoom counter */
		data[5] &= 0x03ff;

		/* adjust positions for screen flipping */
		if (info->flip)
		{
			int temp = top;
			top = 224 - bottom;
			bottom = 224 - temp;
			xpos = 320 - xpos;
			xdelta = -1;
		}

		/* loop from top to bottom */
		for (y = top; y < bottom; y++)
		{
			/* advance a row */
			addr += pitch;

			/* accumulate zoom factors; if we carry into the high bit, skip an extra row */
			data[5] += vzoom << 10;
			if (data[5] & 0x8000)
			{
				addr += pitch;
				data[5] &= ~0x8000;
			}

			/* skip drawing if not within the cliprect */
			if (y >= cliprect->min_y && y <= cliprect->max_y)
			{
				UINT16 *dest = BITMAP_ADDR16(bitmap, y, 0);
				UINT8 *pri = BITMAP_ADDR8(machine->priority_bitmap, y, 0);
				int xacc;

				/* compute the initial X zoom accumulator; this is verified on the real PCB */
				xacc = 4 * hzoom;

				/* non-flipped case */
				if (!flip)
				{
					/* start at the word before because we preincrement below */
					data[7] = addr - 1;
					for (x = xpos; ((xpos - x) & 0x1ff) != 1; )
					{
						UINT16 pixels = spritedata[++data[7]];

						/* draw four pixels */
						pix = (pixels >> 12) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { system16b_draw_pixel(); x += xdelta; }
						pix = (pixels >>  8) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { system16b_draw_pixel(); x += xdelta; }
						pix = (pixels >>  4) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { system16b_draw_pixel(); x += xdelta; }
						pix = (pixels >>  0) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { system16b_draw_pixel(); x += xdelta; }

						/* stop if the last pixel in the group was 0xf */
						if (pix == 15)
							break;
					}
				}

				/* flipped case */
				else
				{
					/* start at the word after because we predecrement below */
					data[7] = addr + 1;
					for (x = xpos; ((xpos - x) & 0x1ff) != 1; )
					{
						UINT16 pixels = spritedata[--data[7]];

						/* draw four pixels */
						pix = (pixels >>  0) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { system16b_draw_pixel(); x += xdelta; }
						pix = (pixels >>  4) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { system16b_draw_pixel(); x += xdelta; }
						pix = (pixels >>  8) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { system16b_draw_pixel(); x += xdelta; }
						pix = (pixels >> 12) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { system16b_draw_pixel(); x += xdelta; }

						/* stop if the last pixel in the group was 0xf */
						if (pix == 15)
							break;
					}
				}
			}
		}
	}
}


/*******************************************************************************************
 *
 *  The Y-board variant has different mixing properties. The sprite implementation itself
 *  is identical, however.
 *
 *******************************************************************************************/

#define yboard_16b_draw_pixel() 											\
	/* only draw if onscreen, not 0 or 15 */								\
	if (x >= cliprect->min_x && x <= cliprect->max_x && pix != 0 && pix != 15) \
	{																		\
		/* are we high enough priority to be visible? */					\
		if ((sprpri & 0x1f) < (pri[x] & 0x1f))								\
		{																	\
			/* shadow/hilight mode? */										\
			if (pix == 14)													\
				dest[x] += (segaic16_paletteram[dest[x]] & 0x8000) ? palette.entries*2 : palette.entries;	\
																			\
			/* regular draw */												\
			else															\
				dest[x] = pix | color;										\
		}																	\
																			\
		/* always mark priority so no one else draws here */				\
		pri[x] = 0;															\
	}																		\

static void segaic16_sprites_yboard_16b_draw(running_machine *machine, struct sprite_info *info, bitmap_t *bitmap, const rectangle *cliprect)
{
	UINT8 numbanks = memory_region_length(machine, "gfx2") / 0x20000;
	const UINT16 *spritebase = (const UINT16 *)memory_region(machine, "gfx2");
	UINT16 *data;

	/* first scan forward to find the end of the list */
	for (data = info->spriteram; data < info->spriteram + info->ramsize/2; data += 8)
		if (data[2] & 0x8000)
			break;

	/* now scan backwards and render the sprites in order */
	for (data -= 8; data >= info->spriteram; data -= 8)
	{
		int bottom  = data[0] >> 8;
		int top     = data[0] & 0xff;
		int xpos    = (data[1] & 0x1ff) - 0xb8;
		int sprpri  = (data[1] >> 8) & 0x1e;	// 0x00 = high, 0x7f = low -- 0x71 = ship in gforce, 0x31 = strike fighter logo
		int hide    = data[2] & 0x4000;
		int flip    = data[2] & 0x100;
		int pitch   = (INT8)(data[2] & 0xff);
		UINT16 addr = data[3];
		int bank    = info->bank[(data[4] >> 8) & 0xf];
		int color   = info->colorbase + ((data[4] & 0x7f) << 4);
		int vzoom   = (data[5] >> 5) & 0x1f;
		int hzoom   = data[5] & 0x1f;
		const UINT16 *spritedata;
		int x, y, pix, xdelta = 1;

		/* initialize the end address to the start address */
		data[7] = addr;

		/* if hidden, or top greater than/equal to bottom, or invalid bank, punt */
		if (hide || (top >= bottom) || bank == 255)
			continue;

		/* clamp to within the memory region size */
		if (numbanks)
			bank %= numbanks;
		spritedata = spritebase + 0x10000 * bank;

		/* reset the yzoom counter */
		data[5] &= 0x03ff;

		/* adjust positions for screen flipping */
		if (info->flip)
		{
			int temp = top;
			top = 224 - bottom;
			bottom = 224 - temp;
			xpos = 320 - xpos;
			xdelta = -1;
		}

		/* loop from top to bottom */
		for (y = top; y < bottom; y++)
		{
			/* advance a row */
			addr += pitch;

			/* accumulate zoom factors; if we carry into the high bit, skip an extra row */
			data[5] += vzoom << 10;
			if (data[5] & 0x8000)
			{
				addr += pitch;
				data[5] &= ~0x8000;
			}

			/* skip drawing if not within the cliprect */
			if (y >= cliprect->min_y && y <= cliprect->max_y)
			{
				UINT16 *dest = BITMAP_ADDR16(bitmap, y, 0);
				UINT8 *pri = BITMAP_ADDR8(machine->priority_bitmap, y, 0);
				int xacc;

				/* compute the initial X zoom accumulator; this is verified on the real PCB */
				xacc = 4 * hzoom;

				/* non-flipped case */
				if (!flip)
				{
					/* start at the word before because we preincrement below */
					data[7] = addr - 1;
					for (x = xpos; ((xpos - x) & 0x1ff) != 1; )
					{
						UINT16 pixels = spritedata[++data[7]];

						/* draw four pixels */
						pix = (pixels >> 12) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { yboard_16b_draw_pixel(); x += xdelta; }
						pix = (pixels >>  8) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { yboard_16b_draw_pixel(); x += xdelta; }
						pix = (pixels >>  4) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { yboard_16b_draw_pixel(); x += xdelta; }
						pix = (pixels >>  0) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { yboard_16b_draw_pixel(); x += xdelta; }

						/* stop if the last pixel in the group was 0xf */
						if (pix == 15)
							break;
					}
				}

				/* flipped case */
				else
				{
					/* start at the word after because we predecrement below */
					data[7] = addr + 1;
					for (x = xpos; ((xpos - x) & 0x1ff) != 1; )
					{
						UINT16 pixels = spritedata[--data[7]];

						/* draw four pixels */
						pix = (pixels >>  0) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { yboard_16b_draw_pixel(); x += xdelta; }
						pix = (pixels >>  4) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { yboard_16b_draw_pixel(); x += xdelta; }
						pix = (pixels >>  8) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { yboard_16b_draw_pixel(); x += xdelta; }
						pix = (pixels >> 12) & 0xf; xacc = (xacc & 0x3f) + hzoom; if (xacc < 0x40) { yboard_16b_draw_pixel(); x += xdelta; }

						/* stop if the last pixel in the group was 0xf */
						if (pix == 15)
							break;
					}
				}
			}
		}
	}
}



/*******************************************************************************************
 *
 *  Out Run/X-Board-style sprites
 *
 *      Offs  Bits               Usage
 *       +0   e------- --------  Signify end of sprite list
 *       +0   -h-h---- --------  Hide this sprite if either bit is set
 *       +0   ----bbb- --------  Sprite bank
 *       +0   -------t tttttttt  Top scanline of sprite + 256
 *       +2   oooooooo oooooooo  Offset within selected sprite bank
 *       +4   ppppppp- --------  Signed 7-bit pitch value between scanlines
 *       +4   -------x xxxxxxxx  X position of sprite (position $BE is screen position 0)
 *       +6   -s------ --------  Enable shadows
 *       +6   --pp---- --------  Sprite priority, relative to tilemaps
 *       +6   ------vv vvvvvvvv  Vertical zoom factor (0x200 = full size, 0x100 = half size, 0x300 = 2x size)
 *       +8   y------- --------  Render from top-to-bottom (1) or bottom-to-top (0) on screen
 *       +8   -f------ --------  Horizontal flip: read the data backwards if set
 *       +8   --x----- --------  Render from left-to-right (1) or right-to-left (0) on screen
 *       +8   ------hh hhhhhhhh  Horizontal zoom factor (0x200 = full size, 0x100 = half size, 0x300 = 2x size)
 *       +E   dddddddd dddddddd  Scratch space for current address
 *
 *    Out Run only:
 *       +A   hhhhhhhh --------  Height in scanlines - 1
 *       +A   -------- -ccccccc  Sprite color palette
 *
 *    X-Board only:
 *       +A   ----hhhh hhhhhhhh  Height in scanlines - 1
 *       +C   -------- cccccccc  Sprite color palette
 *
 *******************************************************************************************/

#define outrun_draw_pixel() 												\
	/* only draw if onscreen, not 0 or 15 */								\
	if (x >= cliprect->min_x && x <= cliprect->max_x && pix != 0 && pix != 15) \
	{																		\
		/* are we high enough priority to be visible? */					\
		if (sprpri > pri[x])												\
		{																	\
			/* shadow/hilight mode? */										\
			if (shadow && pix == 0xa)										\
				dest[x] += (segaic16_paletteram[dest[x]] & 0x8000) ? palette.entries*2 : palette.entries;	\
																			\
			/* regular draw */												\
			else															\
				dest[x] = pix | color;										\
		}																	\
																			\
		/* always mark priority so no one else draws here */				\
		pri[x] = 0xff;														\
	}																		\

static void segaic16_sprites_outrun_draw(running_machine *machine, struct sprite_info *info, bitmap_t *bitmap, const rectangle *cliprect)
{
	UINT8 numbanks = memory_region_length(machine, "gfx2") / 0x40000;
	const UINT32 *spritebase = (const UINT32 *)memory_region(machine, "gfx2");
	UINT16 *data;

	/* first scan forward to find the end of the list */
	for (data = info->buffer; data < info->buffer + info->ramsize/2; data += 8)
		if (data[0] & 0x8000)
			break;

	/* now scan backwards and render the sprites in order */
	for (data -= 8; data >= info->buffer; data -= 8)
	{
		int hide    = (data[0] & 0x5000);
		int bank    = (data[0] >> 9) & 7;
		int top     = (data[0] & 0x1ff) - 0x100;
		UINT16 addr = data[1];
		int pitch   = (INT16)((data[2] >> 1) | ((data[4] & 0x1000) << 3)) >> 8;
		int xpos    = data[2] & 0x1ff;
		int shadow  = (data[3] >> 14) & 1;
		int sprpri  = 1 << ((data[3] >> 12) & 3);
		int vzoom   = data[3] & 0x7ff;
		int ydelta  = (data[4] & 0x8000) ? 1 : -1;
		int flip    = (~data[4] >> 14) & 1;
		int xdelta  = (data[4] & 0x2000) ? 1 : -1;
		int hzoom   = data[4] & 0x7ff;
		int height  = ((info->type == SEGAIC16_SPRITES_OUTRUN) ? (data[5] >> 8) : (data[5] & 0xfff)) + 1;
		int color   = info->colorbase + (((info->type == SEGAIC16_SPRITES_OUTRUN) ? (data[5] & 0x7f) : (data[6] & 0xff)) << 4);
		int x, y, ytarget, yacc = 0, pix;
		const UINT32 *spritedata;

		/* adjust X coordinate */
		/* note: the threshhold below is a guess. If it is too high, rachero will draw garbage */
		/* If it is too low, smgp won't draw the bottom part of the road */
		if (xpos < 0x80 && xdelta < 0)
			xpos += 0x200;
		xpos -= 0xbe;

		/* initialize the end address to the start address */
		data[7] = addr;

		/* if hidden, or top greater than/equal to bottom, or invalid bank, punt */
		if (hide || height == 0)
			continue;

		/* clamp to within the memory region size */
		if (numbanks)
			bank %= numbanks;
		spritedata = spritebase + 0x10000 * bank;

		/* clamp to a maximum of 8x (not 100% confirmed) */
		if (vzoom < 0x40) vzoom = 0x40;
		if (hzoom < 0x40) hzoom = 0x40;

		/* loop from top to bottom */
		ytarget = top + ydelta * height;
		for (y = top; y != ytarget; y += ydelta)
		{
			/* skip drawing if not within the cliprect */
			if (y >= cliprect->min_y && y <= cliprect->max_y)
			{
				UINT16 *dest = BITMAP_ADDR16(bitmap, y, 0);
				UINT8 *pri = BITMAP_ADDR8(machine->priority_bitmap, y, 0);
				int xacc = 0;

				/* non-flipped case */
				if (!flip)
				{
					/* start at the word before because we preincrement below */
					data[7] = addr - 1;
					for (x = xpos; (xdelta > 0 && x <= cliprect->max_x) || (xdelta < 0 && x >= cliprect->min_x); )
					{
						UINT32 pixels = spritedata[++data[7]];

						/* draw four pixels */
						pix = (pixels >> 28) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >> 24) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >> 20) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >> 16) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >> 12) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >>  8) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >>  4) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >>  0) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;

						/* stop if the second-to-last pixel in the group was 0xf */
						if ((pixels & 0x000000f0) == 0x000000f0)
							break;
					}
				}

				/* flipped case */
				else
				{
					/* start at the word after because we predecrement below */
					data[7] = addr + 1;
					for (x = xpos; (xdelta > 0 && x <= cliprect->max_x) || (xdelta < 0 && x >= cliprect->min_x); )
					{
						UINT32 pixels = spritedata[--data[7]];

						/* draw four pixels */
						pix = (pixels >>  0) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >>  4) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >>  8) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >> 12) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >> 16) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >> 20) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >> 24) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;
						pix = (pixels >> 28) & 0xf; while (xacc < 0x200) { outrun_draw_pixel(); x += xdelta; xacc += hzoom; } xacc -= 0x200;

						/* stop if the second-to-last pixel in the group was 0xf */
						if ((pixels & 0x0f000000) == 0x0f000000)
							break;
					}
				}
			}

			/* accumulate zoom factors; if we carry into the high bit, skip an extra row */
			yacc += vzoom;
			addr += pitch * (yacc >> 9);
			yacc &= 0x1ff;
		}
	}
}



/*******************************************************************************************
 *
 *  Y-Board-style sprites
 *
 *      Offs  Bits               Usage
 *       +0   e------- --------  Signify end of sprite list
 *       +0   -----iii iiiiiiii  Address of indirection table (/16)
 *       +2   bbbb---- --------  Upper 4 bits of bank index
 *       +2   ----xxxx xxxxxxxx  X position of sprite (position $600 is screen position 0)
 *       +4   bbbb---- --------  Lower 4 bits of bank index
 *       +4   ----yyyy yyyyyyyy  Y position of sprite (position $600 is screen position 0)
 *       +6   oooooooo oooooooo  Offset within selected sprite bank
 *       +8   hhhhhhhh hhhhhhhh  Height of sprite
 *       +A   -y------ --------  Render from top-to-bottom (1) or bottom-to-top (0) on screen
 *       +A   --f----- --------  Horizontal flip: read the data backwards if set
 *       +A   ---x---- --------  Render from left-to-right (1) or right-to-left (0) on screen
 *       +A   -----zzz zzzzzzzz  Zoom factor
 *       +C   -ccc---- --------  Sprite color
 *       +C   ----rrrr --------  Sprite priority
 *       +C   -------- pppppppp  Signed 8-bit pitch value between scanlines
 *       +E   ----nnnn nnnnnnnn  Index of next sprite
 *
 *  In addition to these parameters, the sprite area is clipped using scanline extents
 *  stored for every pair of scanlines in the rotation RAM. It's a bit of a cheat for us
 *  to poke our nose into the rotation structure, but there are no known cases of Y-board
 *  sprites without rotation RAM.
 *
 *******************************************************************************************/

#define yboard_draw_pixel() 												\
	/* only draw if onscreen */												\
	if (x >= minx && x <= maxx && ind < 0x1fe)								\
		dest[x] = ind | colorpri;											\

static void segaic16_sprites_yboard_draw(running_machine *machine, struct sprite_info *info, bitmap_t *bitmap, const rectangle *cliprect)
{
	UINT8 numbanks = memory_region_length(machine, "gfx1") / 0x80000;
	const UINT64 *spritebase = (const UINT64 *)memory_region(machine, "gfx1");
	const UINT16 *rotatebase = rotate[0].buffer ? rotate[0].buffer : rotate[0].rotateram;
	UINT8 visited[0x1000];
	UINT16 *data;
	int next = 0;
	int y;

	/* reset the visited list */
	memset(visited, 0, sizeof(visited));

	/* clear out any scanlines we might be using */
	for (y = cliprect->min_y; y <= cliprect->max_y; y++)
		if (!(rotatebase[y & ~1] & 0xc000))
			memset(BITMAP_ADDR16(bitmap, y, cliprect->min_x), 0xff, (cliprect->max_x - cliprect->min_x + 1) * sizeof(UINT16));

	/* now scan backwards and render the sprites in order */
	for (data = info->spriteram; !(data[0] & 0x8000) && !visited[next]; data = info->spriteram + next * 8)
	{
		int hide    = (data[0] & 0x5000);
		UINT16 *indirect = info->spriteram + ((data[0] & 0x7ff) << 4);
		int bank    = ((data[1] >> 8) & 0x10) | ((data[2] >> 12) & 0x0f);
		int xpos    = (data[1] & 0xfff) - 0x600;
		int top     = (data[2] & 0xfff) - 0x600;
		UINT16 addr = data[3];
		int height  = data[4];
		int ydelta  = (data[5] & 0x4000) ? 1 : -1;
		int flip    = (~data[5] >> 13) & 1;
		int xdelta  = (data[5] & 0x1000) ? 1 : -1;
		int zoom    = data[5] & 0x7ff;
		int colorpri= (data[6] << 1) & 0xfe00;
		int pitch   = (INT8)data[6];
		int x, y, ytarget, yacc = 0, pix, ind;
		const UINT64 *spritedata;
		UINT16 offs;

		/* note that we've visited this entry and get the offset of the next one */
		visited[next] = 1;
		next = data[7] & 0xfff;

		/* if hidden, or top greater than/equal to bottom, or invalid bank, punt */
		if (hide || height == 0)
			continue;

		/* clamp to within the memory region size */
		if (numbanks)
			bank %= numbanks;
		spritedata = spritebase + 0x10000 * bank;

		/* clamp to a maximum of 8x (not 100% confirmed) */
		if (zoom == 0) zoom = 1;

		/* loop from top to bottom */
		ytarget = top + ydelta * height;
		for (y = top; y != ytarget; y += ydelta)
		{
			/* skip drawing if not within the cliprect */
			if (y >= cliprect->min_y && y <= cliprect->max_y)
			{
				UINT16 *dest = BITMAP_ADDR16(bitmap, y, 0);
				int minx = rotatebase[y & ~1];
				int maxx = rotatebase[y |  1];
				int xacc = 0;

				/* bit 0x8000 from rotate RAM means that Y is above the top of the screen */
				if ((minx & 0x8000) && ydelta < 0)
					break;

				/* bit 0x4000 from rotate RAM means that Y is below the bottom of the screen */
				if ((minx & 0x4000) && ydelta > 0)
					break;

				/* if either bit is set, skip the rest for this scanline */
				if (!(minx & 0xc000))
				{
					/* clamp min/max to the cliprect */
					minx -= 0x600;
					maxx -= 0x600;
					if (minx < cliprect->min_x)
						minx = cliprect->min_x;
					if (maxx > cliprect->max_x)
						maxx = cliprect->max_x;

					/* non-flipped case */
					if (!flip)
					{
						/* start at the word before because we preincrement below */
						offs = addr - 1;
						for (x = xpos; (xdelta > 0 && x <= maxx) || (xdelta < 0 && x >= minx); )
						{
							UINT64 pixels = spritedata[++offs];

							/* draw four pixels */
							pix = (pixels >> 60) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 56) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 52) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 48) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 44) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 40) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 36) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 32) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 28) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 24) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 20) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 16) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 12) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >>  8) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >>  4) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >>  0) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;

							/* stop if the second-to-last pixel in the group was 0xf */
							if (pix == 0x0f)
								break;
						}
					}

					/* flipped case */
					else
					{
						/* start at the word after because we predecrement below */
						offs = addr + 1;
						for (x = xpos; (xdelta > 0 && x <= maxx) || (xdelta < 0 && x >= minx); )
						{
							UINT64 pixels = spritedata[--offs];

							/* draw four pixels */
							pix = (pixels >>  0) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >>  4) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >>  8) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 12) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 16) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 20) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 24) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 28) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 32) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 36) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 40) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 44) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 48) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 52) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 56) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;
							pix = (pixels >> 60) & 0xf; ind = indirect[pix]; while (xacc < 0x200) { yboard_draw_pixel(); x += xdelta; xacc += zoom; } xacc -= 0x200;

							/* stop if the second-to-last pixel in the group was 0xf */
							if (pix == 0x0f)
								break;
						}
					}
				}
			}

			/* accumulate zoom factors; if we carry into the high bit, skip an extra row */
			yacc += zoom;
			addr += pitch * (yacc >> 9);
			yacc &= 0x1ff;
		}
	}
}

/* bootlegs */

/*

 the system16a bootleg sprite hardware differs in subtle ways on a per game basis
 with each game having the words swapped around.

 there are also some subtle, but important changes when compared to the original
 system16a sprites, mainly the increment of the address not happening until
 the end of the loop

*/

/* ignores the sprite priority until we understand priority better on the bootlegs */
#define system16a_bootleg_draw_pixel()												\
	/* only draw if onscreen, not 0 or 15 */								\
	if (x >= cliprect->min_x && x <= cliprect->max_x && pix != 0 && pix != 15) \
	{																		\
		/* are we high enough priority to be visible? */					\
		if (sprpri || 1)												\
		{																	\
			/* shadow/hilight mode? */										\
			if (color == info->colorbase + (0x3f << 4))						\
				dest[x] += (segaic16_paletteram[dest[x]] & 0x8000) ? palette.entries*2 : palette.entries;	\
																			\
			/* regular draw */												\
			else															\
				dest[x] = pix | color;										\
		}																	\
																			\
		/* always mark priority so no one else draws here */				\
		pri[x] = 0xff;														\
	}																		\


/* make this an actual function */
#define system16a_bootleg_draw_core()													\
	{																					\
		const UINT16 *spritedata;														\
		int x, y, pix, xdelta = 1;														\
																						\
		xpos += info->xoffs;															\
		xpos &= 0x1ff;																	\
																						\
		xpos -= 0xbd;																	\
																						\
		/* initialize the end address to the start address */							\
		data[7] = addr;																\
																						\
		/* if hidden, or top greater than/equal to bottom, or invalid bank, punt */		\
		if ((top >= bottom) || bank == 255)												\
			continue;																	\
																						\
		/* clamp to within the memory region size */									\
		if (numbanks)																	\
			bank %= numbanks;															\
		spritedata = spritebase + 0x8000 * bank;										\
																						\
		/* adjust positions for screen flipping */										\
		if (info->flip)																	\
		{																				\
			int temp = top;																\
			top = 224 - bottom;															\
			bottom = 224 - temp;														\
			xpos = 320 - xpos;															\
			xdelta = -1;																\
		}																				\
																						\
		/* loop from top to bottom */													\
		for (y = top; y < bottom; y++)													\
		{																				\
																						\
			/* skip drawing if not within the cliprect */								\
			if (y >= cliprect->min_y && y <= cliprect->max_y)							\
			{																			\
				UINT16 *dest = BITMAP_ADDR16(bitmap, y, 0);								\
				UINT8 *pri = BITMAP_ADDR8(machine->priority_bitmap, y, 0);						\
																						\
				/* note that the System 16A sprites have a design flaw that allows the address */		\
				/* to carry into the flip flag, which is the topmost bit -- it is very important */		\
				/* to emulate this as the games compensate for it */									\
																										\
				/* non-flipped case */																	\
				if (!(addr & 0x8000))																	\
				{																						\
					/* start at the word before because we preincrement below */						\
					data[7] = addr - 1;																\
					for (x = xpos; ((xpos - x) & 0x1ff) != 1; )											\
					{																					\
						UINT16 pixels = spritedata[++data[7] & 0x7fff];									\
																										\
						/* draw four pixels */															\
						pix = (pixels >> 12) & 0xf; system16a_bootleg_draw_pixel(); x += xdelta;		\
						pix = (pixels >>  8) & 0xf; system16a_bootleg_draw_pixel(); x += xdelta;		\
						pix = (pixels >>  4) & 0xf; system16a_bootleg_draw_pixel(); x += xdelta;		\
						pix = (pixels >>  0) & 0xf; system16a_bootleg_draw_pixel(); x += xdelta;		\
																										\
						/* stop if the last pixel in the group was 0xf */								\
						if (pix == 15)																	\
							break;																		\
					}																					\
				}																						\
																										\
				/* flipped case */																		\
				else																					\
				{																						\
					/* start at the word after because we predecrement below */							\
					data[7] = addr + 1;																	\
					for (x = xpos; ((xpos - x) & 0x1ff) != 1; )											\
					{																					\
						UINT16 pixels = spritedata[--data[7] & 0x7fff];									\
																										\
						/* draw four pixels */															\
						pix = (pixels >>  0) & 0xf; system16a_bootleg_draw_pixel(); x += xdelta;		\
						pix = (pixels >>  4) & 0xf; system16a_bootleg_draw_pixel(); x += xdelta;		\
						pix = (pixels >>  8) & 0xf; system16a_bootleg_draw_pixel(); x += xdelta;		\
						pix = (pixels >> 12) & 0xf; system16a_bootleg_draw_pixel(); x += xdelta;		\
																										\
						/* stop if the last pixel in the group was 0xf */								\
						if (pix == 15)																	\
							break;																		\
					}																					\
				}																						\
			}																							\
																										\
			/* advance a row - must be done at the end on the bootlegs! */								\
			addr += pitch;																				\
		}																								\
	}																									\



static void segaic16_sprites_16a_bootleg_wb3bl_draw(running_machine *machine, struct sprite_info *info, bitmap_t *bitmap, const rectangle *cliprect)
{
	UINT8 numbanks = memory_region_length(machine, "gfx2") / 0x10000;
	const UINT16 *spritebase = (const UINT16 *)memory_region(machine, "gfx2");
	UINT16 *data;

	for (data = info->spriteram; data < info->spriteram+ info->ramsize/2; data += 8)
	{
		int bottom  = (data[4] >> 8);
		int top     = (data[4] & 0xff);
		int xpos    = (data[0]);
		int pitch   = (INT16)data[5];
		UINT16 addr = data[1];
		int color   = info->colorbase + (((data[6] >> 8) & 0x3f) << 4);
		int bank    = info->bank[(data[6] >> 4) & 0x7];
		int sprpri  = 1 << ((data[6] >> 0) & 0x3);

		system16a_bootleg_draw_core();
	}
}

/* 4 player passing shot is different to this.. */
static void segaic16_sprites_16a_bootleg_passhtb_draw(running_machine *machine, struct sprite_info *info, bitmap_t *bitmap, const rectangle *cliprect)
{
UINT8 numbanks = memory_region_length(machine, "gfx2") / 0x10000;
	const UINT16 *spritebase = (const UINT16 *)memory_region(machine, "gfx2");
	UINT16 *data;

	for (data = info->spriteram; data < info->spriteram+ info->ramsize/2; data += 8)
	{
		int bottom  = (data[1] >> 8)-1;
		int top     = (data[1] & 0xff)-1;
		int xpos    = (data[0]);
		int pitch   = (INT16)data[3];
		UINT16 addr = data[2];
		int color   = info->colorbase + (((data[5] >> 8) & 0x3f) << 4);
		int bank    = info->bank[(data[5] >> 4) & 0x7];
		int sprpri  = 1 << ((data[5] >> 0) & 0x3);

		system16a_bootleg_draw_core();
	}
}

static void segaic16_sprites_16a_bootleg_shinobld_draw(running_machine *machine, struct sprite_info *info, bitmap_t *bitmap, const rectangle *cliprect)
{
	UINT8 numbanks = memory_region_length(machine, "gfx2") / 0x10000;
	const UINT16 *spritebase = (const UINT16 *)memory_region(machine, "gfx2");
	UINT16 *data;

	for (data = info->spriteram; data < info->spriteram+ info->ramsize/2; data += 8)
	{
		int bottom  = (data[0] >> 8)-1;
		int top     = (data[0] & 0xff)-1;
		int xpos    = (data[1]);
		int pitch   = (INT16)data[2];
		UINT16 addr = data[3];
		int color   = info->colorbase + (((data[4] >> 8) & 0x3f) << 4);
		int bank    = info->bank[(data[4] >> 4) & 0x7];
		int sprpri  = 1 << ((data[4] >> 0) & 0x3);

		system16a_bootleg_draw_core();
	}
}

/*************************************
 *
 *  General sprite initialization
 *
 *************************************/

void segaic16_sprites_init(running_machine *machine, int which, int type, int colorbase, int xoffs)
{
	struct sprite_info *info = &sprites[which];
	int i, buffer = 0;

	/* reset the sprite info */
	memset(info, 0, sizeof(*info));
	info->index = which;
	info->type = type;
	for (i = 0; i < 16; i++)
		info->bank[i] = i;
	info->colorbase = colorbase;

	/* some bootlegs have offset sprites */
	info->xoffs = xoffs;

	/* set up based on which sprite system */
	switch (which)
	{
		case 0:
			info->spriteram = segaic16_spriteram_0;
			break;

		case 1:
			info->spriteram = segaic16_spriteram_1;
			break;

		default:
			fatalerror("Invalid sprite index specified in segaic16_sprites_init");
	}

	/* determine the parameters of the sprites */
	switch (type)
	{
		case SEGAIC16_SPRITES_HANGON:
			info->draw = segaic16_sprites_hangon_draw;
			info->ramsize = 0x800;
			break;

		case SEGAIC16_SPRITES_16A:
			info->draw = segaic16_sprites_16a_draw;
			info->ramsize = 0x800;
			break;

		case SEGAIC16_SPRITES_16B:
			info->draw = segaic16_sprites_16b_draw;
			info->ramsize = 0x800;
			break;

		case SEGAIC16_SPRITES_SHARRIER:
			info->draw = segaic16_sprites_sharrier_draw;
			info->ramsize = 0x1000;
			break;

		case SEGAIC16_SPRITES_OUTRUN:
		case SEGAIC16_SPRITES_XBOARD:
			info->draw = segaic16_sprites_outrun_draw;
			info->ramsize = 0x1000;
			buffer = 1;
			break;

		case SEGAIC16_SPRITES_YBOARD:
			info->draw = segaic16_sprites_yboard_draw;
			info->ramsize = 0x10000;
			break;

		case SEGAIC16_SPRITES_YBOARD_16B:
			info->draw = segaic16_sprites_yboard_16b_draw;
			info->ramsize = 0x800;
			break;

		case SEGAIC16_SPRITES_16A_BOOTLEG_WB3BL:
			info->draw = segaic16_sprites_16a_bootleg_wb3bl_draw;
			info->ramsize = 0x800;
			break;

		case SEGAIC16_SPRITES_16A_BOOTLEG_PASSHTBL:
			info->draw = segaic16_sprites_16a_bootleg_passhtb_draw;
			info->ramsize = 0x800;
			break;

		case SEGAIC16_SPRITES_16A_BOOTLEG_SHINOBLD:
			info->draw = segaic16_sprites_16a_bootleg_shinobld_draw;
			info->ramsize = 0x800;
			break;

		default:
			fatalerror("Invalid sprite system specified in segaic16_sprites_init");
	}

	/* if the sprites need buffering, allocate memory for the buffer */
	if (buffer)
		info->buffer = auto_alloc_array(machine, UINT16, info->ramsize/2);

	state_save_register_item(machine, "segaic16_sp", NULL, which, info->flip);
	state_save_register_item(machine, "segaic16_sp", NULL, which, info->shadow);
	state_save_register_item_array(machine, "segaic16_sp", NULL, which, info->bank);
	state_save_register_item(machine, "segaic16_sp", NULL, which, info->colorbase);
	state_save_register_item(machine, "segaic16_sp", NULL, which, info->xoffs);

	if (buffer)
		state_save_register_item_pointer(machine, "segaic16_sp", NULL, which, ((UINT8 *) info->buffer), info->ramsize);
}



/*************************************
 *
 *  General sprite drawing
 *
 *************************************/

void segaic16_sprites_draw(const device_config *screen, bitmap_t *bitmap, const rectangle *cliprect, int which)
{
	struct sprite_info *info = &sprites[which];
	(*info->draw)(screen->machine, info, bitmap, cliprect);
}



/*************************************
 *
 *  General sprite banking
 *
 *************************************/

void segaic16_sprites_set_bank(running_machine *machine, int which, int banknum, int offset)
{
	struct sprite_info *info = &sprites[which];

	if (info->bank[banknum] != offset)
	{
		const device_config *screen = machine->primary_screen;
		video_screen_update_partial(screen, video_screen_get_vpos(screen));
		info->bank[banknum] = offset;
	}
}



/*************************************
 *
 *  General sprite screen flipping
 *
 *************************************/

void segaic16_sprites_set_flip(running_machine *machine, int which, int flip)
{
	struct sprite_info *info = &sprites[which];

	flip = (flip != 0);
	if (info->flip != flip)
	{
		const device_config *screen = machine->primary_screen;
		video_screen_update_partial(screen, video_screen_get_vpos(screen));
		info->flip = flip;
	}
}



/*************************************
 *
 *  General sprite shadows
 *
 *************************************/

void segaic16_sprites_set_shadow(running_machine *machine, int which, int shadow)
{
	struct sprite_info *info = &sprites[which];

	shadow = (shadow != 0);
	if (info->shadow != shadow)
	{
		const device_config *screen = machine->primary_screen;
		video_screen_update_partial(screen, video_screen_get_vpos(screen));
		info->shadow = shadow;
	}
}



/*************************************
 *
 *  General sprite buffer control
 *
 *************************************/

static void segaic16_sprites_buffer(struct sprite_info *info)
{
	if (info->buffer)
	{
		UINT32 *src = (UINT32 *)info->spriteram;
		UINT32 *dst = (UINT32 *)info->buffer;
		int i;

		/* swap the halves of the sprite RAM */
		for (i = 0; i < info->ramsize/4; i++)
		{
			UINT32 temp = *src;
			*src++ = *dst;
			*dst++ = temp;
		}

		/* hack for thunderblade */
		*info->spriteram = 0xffff;
	}

	/* we will render the sprites when the video update happens */
}


WRITE16_HANDLER( segaic16_sprites_draw_0_w )
{
	segaic16_sprites_buffer(&sprites[0]);
}


WRITE16_HANDLER( segaic16_sprites_draw_1_w )
{
	segaic16_sprites_buffer(&sprites[1]);
}



/*******************************************************************************************
 *
 *  Hang On/Space Harrier-style road chip
 *
 *  Road RAM:
 *      Offset   Bits               Usage
 *      000-1FF  ----pp-- --------  road priority versus tilemaps and sprites
 *               ------s- --------  (Hang On only) Stripe coloring enable (1=enable)
 *               ------s- --------  (Space Harrier only) Solid color fill (1=solid, 0=from ROM)
 *               -------m --------  mirror enable (1=enable)
 *               -------- iiiiiiii  index for other tables
 *               -------- rrrrrrrr  road ROM line select
 *      200-3FF  ----hhhh hhhhhhhh  horizontal scroll
 *      400-5FF  --bbbbbb --------  background color (colorset 0)
 *               -------- --bbbbbb  background color (colorset 1)
 *      600-7FF  -------- s-------  stripe color index (colorset 1)
 *               -------- -s------  stripe color index (colorset 0)
 *               -------- --a-----  pixel value 2 color index (colorset 1)
 *               -------- ---a----  pixel value 2 color index (colorset 0)
 *               -------- ----b---  pixel value 1 color index (colorset 1)
 *               -------- -----b--  pixel value 1 color index (colorset 0)
 *               -------- ------c-  pixel value 0 color index (colorset 1)
 *               -------- -------c  pixel value 0 color index (colorset 0)
 *
 *  Logic:
 *      First, the scanline is used to index into the table at 000-1FF
 *
 *      The index is taken from the low 8 bits of the table value from 000-1FF
 *
 *      The horizontal scroll value is looked up using the index in the table at
 *          200-3FF
 *
 *      The background color information is looked up using the index in the table at 400-5FF.
 *
 *      The pixel color information is looked up using the index in the table at 600-7FF.
 *
 *******************************************************************************************/

static void segaic16_road_hangon_decode(running_machine *machine, struct road_info *info)
{
	int x, y;
	const UINT8 *gfx = memory_region(machine, "gfx3");
	int len = memory_region_length(machine, "gfx3");

	/* allocate memory for the unpacked road data */
	info->gfx = auto_alloc_array(machine, UINT8, 256 * 512);

	/* loop over rows */
	for (y = 0; y < 256; y++)
	{
		const UINT8 *src = gfx + ((y & 0xff) * 0x40) % len;
		UINT8 *dst = info->gfx + y * 512;

		/* loop over columns */
		for (x = 0; x < 512; x++)
			dst[x] = (((src[x/8] >> (~x & 7)) & 1) << 0) | (((src[x/8 + 0x4000] >> (~x & 7)) & 1) << 1);
	}
}


static void segaic16_road_hangon_draw(struct road_info *info, bitmap_t *bitmap, const rectangle *cliprect, int priority)
{
	UINT16 *roadram = info->roadram;
	int x, y;

	/* loop over scanlines */
	for (y = cliprect->min_y; y <= cliprect->max_y; y++)
	{
		UINT16 *dest = BITMAP_ADDR16(bitmap, y, 0);
		int control = roadram[0x000 + y];
		int hpos = roadram[0x100 + (control & 0xff)];
		int color0 = roadram[0x200 + (control & 0xff)];
		int color1 = roadram[0x300 + (control & 0xff)];
		int ff9j1, ff9j2, ctr9m, ctr9n9p, ctr9n9p_ena, ss8j, plycont;
		UINT8 *src;

		/* the PLYCONT signal controls the road layering */
		plycont = (control >> 10) & 3;

		/* skip layers we aren't supposed to be drawing */
		if ((plycont == 0 && priority != SEGAIC16_ROAD_BACKGROUND) ||
			(plycont != 0 && priority != SEGAIC16_ROAD_FOREGROUND))
			continue;

		/* compute the offset of the road graphics for this line */
		src = info->gfx + (0x000 + (control & 0xff)) * 512;

		/* initialize the 4-bit counter at 9M, which counts bits within each road byte */
		ctr9m = hpos & 7;

		/* initialize the two 4-bit counters at 9P (low) and 9N (high), which count road data bytes */
		ctr9n9p = (hpos >> 3) & 0xff;

		/* initialize the flip-flop at 9J (lower half), which controls the counting direction */
		ff9j1 = (hpos >> 11) & 1;

		/* initialize the flip-flop at 9J (upper half), which controls the background color */
		ff9j2 = 1;

		/* initialize the serial shifter at 8S, which delays several signals after we flip */
		ss8j = 0;

		/* draw this scanline from the beginning */
		for (x = -24; x <= cliprect->max_x; x++)
		{
			int md, color, select;

			/* ---- the following logic all happens constantly ---- */

			/* the enable is controlled by the value in the counter at 9M */
			ctr9n9p_ena = (ctr9m == 7);

			/* if we carried out of the 9P/9N counters, we will forcibly clear the flip-flop at 9J (lower half) */
			if ((ctr9n9p & 0xff) == 0xff)
				ff9j1 = 0;

			/* if the control word bit 8 is clear, we will forcibly set the flip-flop at 9J (lower half) */
			if (!(control & 0x100))
				ff9j1 = 1;

			/* for the Hang On/Super Hang On case only: if the control word bit 9 is clear, we will forcibly */
			/* set the flip-flip at 9J (upper half) */
			if (info->type == SEGAIC16_ROAD_HANGON && !(control & 0x200))
				ff9j2 = 1;

			/* ---- now process the pixel ---- */
			md = 3;

			/* the Space Harrier/Enduro Racer hardware has a tweak that maps the control word bit 9 to the */
			/* /CE line on the road ROM; use this to effectively disable the road data */
			if (info->type != SEGAIC16_ROAD_SHARRIER || !(control & 0x200))

				/* the /OE line on the road ROM is linked to the AND of bits 2 & 3 of the counter at 9N */
				if ((ctr9n9p & 0xc0) == 0xc0)
				{
					/* note that the pixel logic is hidden in a custom at 9S; this is just a guess */
					if (ss8j & 1)
						md = src[((ctr9n9p & 0x3f) << 3) | ctr9m];
					else
						md = src[((ctr9n9p & 0x3f) << 3) | (ctr9m ^ 7)];
				}

			/* "select" is a made-up signal that comes from bit 3 of the serial shifter and is */
			/* used in several places for color selection */
			select = (ss8j >> 3) & 1;

			/* check the flip-flop at 9J (upper half) to determine if we should use the background color; */
			/* the output of this is ANDed with M0 and M1 so it only affects pixels with a value of 3; */
			/* this is done by the AND gates at 9L and 7K */
			if (ff9j2 && md == 3)
			{
				/* in this case, the "select" signal is used to select which background color to use */
				/* since the color0 control word contains two selections */
				color = (color0 >> (select ? 0 : 8)) & 0x3f;
				color |= info->colorbase2;
			}

			/* if we're not using the background color, we select pixel data from an alternate path */
			else
			{
				/* the AND gates at 7L, 9K, and 7K clamp the pixel value to 0 if bit 7 of the color 1 */
				/* signal is 1 and if the pixel value is 3 (both M0 and M1 == 1) */
				if ((color1 & 0x80) && md == 3)
					md = 0;

				/* the pixel value plus the "select" line combine to form a mux into the low 8 bits of color1 */
				color = (color1 >> ((md << 1) | select)) & 1;

				/* this value becomes the low bit of the final color; the "select" line itself and the pixel */
				/* value form the other bits */
				color |= select << 3;
				color |= md << 1;
				color |= info->colorbase1;
			}

			/* write the pixel if we're past the minimum clip */
			if (x >= cliprect->min_x)
				dest[x] = color;

			/* ---- the following logic all happens on the 6M clock ---- */

			/* clock the counter at 9M */
			ctr9m = (ctr9m + 1) & 7;

			/* if enabled, clock on the two cascaded 4-bit counters at 9P and 9N */
			if (ctr9n9p_ena)
			{
				if (ff9j1)
					ctr9n9p++;
				else
					ctr9n9p--;
			}

			/* clock the flip-flop at 9J (upper half) */
			ff9j2 = !(!ff9j1 && (ss8j & 0x80));

			/* clock the serial shift register at 8J */
			ss8j = (ss8j << 1) | ff9j1;
		}
	}
}



/*******************************************************************************************
 *
 *  Out Run/X-Board-style road chip
 *
 *  Road control register:
 *      Bits               Usage
 *      -------- -----d--  (X-board only) Direct scanline mode (1) or indirect mode (0)
 *      -------- ------pp  Road enable/priorities:
 *                            0 = road 0 only visible
 *                            1 = both roads visible, road 0 has priority
 *                            2 = both roads visible, road 1 has priority
 *                            3 = road 1 only visible
 *
 *  Road RAM:
 *      Offset   Bits               Usage
 *      000-1FF  ----s--- --------  Road 0: Solid fill (1) or ROM fill
 *               -------- -ccccccc  Road 0: Solid color (if solid fill)
 *               -------i iiiiiiii  Road 0: Index for other tables (if in indirect mode)
 *               -------r rrrrrrr-  Road 0: Road ROM line select
 *      200-3FF  ----s--- --------  Road 1: Solid fill (1) or ROM fill
 *               -------- -ccccccc  Road 1: Solid color (if solid fill)
 *               -------i iiiiiiii  Road 1: Index for other tables (if in indirect mode)
 *               -------r rrrrrrr-  Road 1: Road ROM line select
 *      400-7FF  ----hhhh hhhhhhhh  Road 0: horizontal scroll
 *      800-BFF  ----hhhh hhhhhhhh  Road 1: horizontal scroll
 *      C00-FFF  ----bbbb --------  Background color index
 *               -------- s-------  Road 1: stripe color index
 *               -------- -a------  Road 1: pixel value 2 color index
 *               -------- --b-----  Road 1: pixel value 1 color index
 *               -------- ---c----  Road 1: pixel value 0 color index
 *               -------- ----s---  Road 0: stripe color index
 *               -------- -----a--  Road 0: pixel value 2 color index
 *               -------- ------b-  Road 0: pixel value 1 color index
 *               -------- -------c  Road 0: pixel value 0 color index
 *
 *  Logic:
 *      First, the scanline is used to index into the tables at 000-1FF/200-3FF
 *          - if solid fill, the background is filled with the specified color index
 *          - otherwise, the remaining tables are used
 *
 *      If indirect mode is selected, the index is taken from the low 9 bits of the
 *          table value from 000-1FF/200-3FF
 *      If direct scanline mode is selected, the index is set equal to the scanline
 *          for road 0, or the scanline + 256 for road 1
 *
 *      The horizontal scroll value is looked up using the index in the tables at
 *          400-7FF/800-BFF
 *
 *      The color information is looked up using the index in the table at C00-FFF. Note
 *          that the same table is used for both roads.
 *
 *
 *  Out Run road priorities are controlled by a PAL that maps as indicated below.
 *  This was used to generate the priority_map. It is assumed that X-board is the
 *  same, though this logic is locked inside a Sega custom.
 *
 *  RRC0 =  CENTA & (RDA == 3) & !RRC2
 *      | CENTB & (RDB == 3) & RRC2
 *      | (RDA == 1) & !RRC2
 *      | (RDB == 1) & RRC2
 *
 *  RRC1 =  CENTA & (RDA == 3) & !RRC2
 *      | CENTB & (RDB == 3) & RRC2
 *      | (RDA == 2) & !RRC2
 *      | (RDB == 2) & RRC2
 *
 *  RRC2 = !/HSYNC & IIQ
 *      | (CTRL == 3)
 *      | !CENTA & (RDA == 3) & !CENTB & (RDB == 3) & (CTRL == 2)
 *      | CENTB & (RDB == 3) & (CTRL == 2)
 *      | !CENTA & (RDA == 3) & !M2 & (CTRL == 2)
 *      | !CENTA & (RDA == 3) & !M3 & (CTRL == 2)
 *      | !M0 & (RDB == 0) & (CTRL == 2)
 *      | !M1 & (RDB == 0) & (CTRL == 2)
 *      | !CENTA & (RDA == 3) & CENTB & (RDB == 3) & (CTRL == 1)
 *      | !M0 & CENTB & (RDB == 3) & (CTRL == 1)
 *      | !M1 & CENTB & (RDB == 3) & (CTRL == 1)
 *      | !CENTA & M0 & (RDB == 0) & (CTRL == 1)
 *      | !CENTA & M1 & (RDB == 0) & (CTRL == 1)
 *      | !CENTA & (RDA == 3) & (RDB == 1) & (CTRL == 1)
 *      | !CENTA & (RDA == 3) & (RDB == 2) & (CTRL == 1)
 *
 *  RRC3 =  VA11 & VB11
 *      | VA11 & (CTRL == 0)
 *      | (CTRL == 3) & VB11
 *
 *  RRC4 =  !CENTA & (RDA == 3) & !CENTB & (RDB == 3)
 *      | VA11 & VB11
 *      | VA11 & (CTRL == 0)
 *      | (CTRL == 3) & VB11
 *      | !CENTB & (RDB == 3) & (CTRL == 3)
 *      | !CENTA & (RDA == 3) & (CTRL == 0)
 *
 *******************************************************************************************/

static void segaic16_road_outrun_decode(running_machine *machine, struct road_info *info)
{
	int x, y;
	const UINT8 *gfx = memory_region(machine, "gfx3");
	int len = memory_region_length(machine, "gfx3");

	/* allocate memory for the unpacked road data */
	info->gfx = auto_alloc_array(machine, UINT8, (256 * 2 + 1) * 512);

	/* loop over rows */
	for (y = 0; y < 256 * 2; y++)
	{
		const UINT8 *src = gfx + ((y & 0xff) * 0x40 + (y >> 8) * 0x8000) % len;
		UINT8 *dst = info->gfx + y * 512;

		/* loop over columns */
		for (x = 0; x < 512; x++)
		{
			dst[x] = (((src[x/8] >> (~x & 7)) & 1) << 0) | (((src[x/8 + 0x4000] >> (~x & 7)) & 1) << 1);

			/* pre-mark road data in the "stripe" area with a high bit */
			if (x >= 256-8 && x < 256 && dst[x] == 3)
				dst[x] |= 4;
		}
	}

	/* set up a dummy road in the last entry */
	memset(info->gfx + 256 * 2 * 512, 3, 512);
}


static void segaic16_road_outrun_draw(struct road_info *info, bitmap_t *bitmap, const rectangle *cliprect, int priority)
{
	UINT16 *roadram = info->buffer;
	int x, y;

	/* loop over scanlines */
	for (y = cliprect->min_y; y <= cliprect->max_y; y++)
	{
		static const UINT8 priority_map[2][8] =
		{
			{ 0x80,0x81,0x81,0x87,0,0,0,0x00 },
			{ 0x81,0x81,0x81,0x8f,0,0,0,0x80 }
//
// Original guesses from X-board priorities:
//          { 0x80,0x81,0x81,0x83,0,0,0,0x00 },
//          { 0x81,0x87,0x87,0x8f,0,0,0,0x00 }
		};
		UINT16 *dest = BITMAP_ADDR16(bitmap, y, 0);
		int data0 = roadram[0x000 + y];
		int data1 = roadram[0x100 + y];

		/* background case: look for solid fill scanlines */
		if (priority == SEGAIC16_ROAD_BACKGROUND)
		{
			int color = -1;

			/* based on the info->control, we can figure out which sky to draw */
			switch (info->control & 3)
			{
				case 0:
					if (data0 & 0x800)
						color = data0 & 0x7f;
					break;

				case 1:
					if (data0 & 0x800)
						color = data0 & 0x7f;
					else if (data1 & 0x800)
						color = data1 & 0x7f;
					break;

				case 2:
					if (data1 & 0x800)
						color = data1 & 0x7f;
					else if (data0 & 0x800)
						color = data0 & 0x7f;
					break;

				case 3:
					if (data1 & 0x800)
						color = data1 & 0x7f;
					break;
			}

			/* fill the scanline with color */
			if (color != -1)
			{
				color |= info->colorbase3;
				for (x = cliprect->min_x; x <= cliprect->max_x; x++)
					dest[x] = color;
			}
		}

		/* foreground case: render from ROM */
		else
		{
			int hpos0, hpos1, color0, color1;
			int control = info->control & 3;
			UINT16 color_table[32];
			UINT8 *src0, *src1;
			UINT8 bgcolor;

			/* if both roads are low priority, skip */
			if ((data0 & 0x800) && (data1 & 0x800))
				continue;

			/* get road 0 data */
			src0 = (data0 & 0x800) ? info->gfx + 256 * 2 * 512 : (info->gfx + (0x000 + ((data0 >> 1) & 0xff)) * 512);
			hpos0 = (roadram[0x200 + ((info->control & 4) ? y : (data0 & 0x1ff))]) & 0xfff;
			color0 = roadram[0x600 + ((info->control & 4) ? y : (data0 & 0x1ff))];

			/* get road 1 data */
			src1 = (data1 & 0x800) ? info->gfx + 256 * 2 * 512 : (info->gfx + (0x100 + ((data1 >> 1) & 0xff)) * 512);
			hpos1 = (roadram[0x400 + ((info->control & 4) ? (0x100 + y) : (data1 & 0x1ff))]) & 0xfff;
			color1 = roadram[0x600 + ((info->control & 4) ? (0x100 + y) : (data1 & 0x1ff))];

			/* determine the 5 colors for road 0 */
			color_table[0x00] = info->colorbase1 ^ 0x00 ^ ((color0 >> 0) & 1);
			color_table[0x01] = info->colorbase1 ^ 0x02 ^ ((color0 >> 1) & 1);
			color_table[0x02] = info->colorbase1 ^ 0x04 ^ ((color0 >> 2) & 1);
			bgcolor = (color0 >> 8) & 0xf;
			color_table[0x03] = (data0 & 0x200) ? color_table[0x00] : (info->colorbase2 ^ 0x00 ^ bgcolor);
			color_table[0x07] = info->colorbase1 ^ 0x06 ^ ((color0 >> 3) & 1);

			/* determine the 5 colors for road 1 */
			color_table[0x10] = info->colorbase1 ^ 0x08 ^ ((color1 >> 4) & 1);
			color_table[0x11] = info->colorbase1 ^ 0x0a ^ ((color1 >> 5) & 1);
			color_table[0x12] = info->colorbase1 ^ 0x0c ^ ((color1 >> 6) & 1);
			bgcolor = (color1 >> 8) & 0xf;
			color_table[0x13] = (data1 & 0x200) ? color_table[0x10] : (info->colorbase2 ^ 0x10 ^ bgcolor);
			color_table[0x17] = info->colorbase1 ^ 0x0e ^ ((color1 >> 7) & 1);

			/* draw the road */
			switch (control)
			{
				case 0:
					if (data0 & 0x800)
						continue;
					hpos0 = (hpos0 - (0x5f8 + info->xoffs)) & 0xfff;
					for (x = cliprect->min_x; x <= cliprect->max_x; x++)
					{
						int pix0 = (hpos0 < 0x200) ? src0[hpos0] : 3;
						dest[x] = color_table[0x00 + pix0];
						hpos0 = (hpos0 + 1) & 0xfff;
					}
					break;

				case 1:
					hpos0 = (hpos0 - (0x5f8 + info->xoffs)) & 0xfff;
					hpos1 = (hpos1 - (0x5f8 + info->xoffs)) & 0xfff;
					for (x = cliprect->min_x; x <= cliprect->max_x; x++)
					{
						int pix0 = (hpos0 < 0x200) ? src0[hpos0] : 3;
						int pix1 = (hpos1 < 0x200) ? src1[hpos1] : 3;
						if ((priority_map[0][pix0] >> pix1) & 1)
							dest[x] = color_table[0x10 + pix1];
						else
							dest[x] = color_table[0x00 + pix0];
						hpos0 = (hpos0 + 1) & 0xfff;
						hpos1 = (hpos1 + 1) & 0xfff;
					}
					break;

				case 2:
					hpos0 = (hpos0 - (0x5f8 + info->xoffs)) & 0xfff;
					hpos1 = (hpos1 - (0x5f8 + info->xoffs)) & 0xfff;
					for (x = cliprect->min_x; x <= cliprect->max_x; x++)
					{
						int pix0 = (hpos0 < 0x200) ? src0[hpos0] : 3;
						int pix1 = (hpos1 < 0x200) ? src1[hpos1] : 3;
						if ((priority_map[1][pix0] >> pix1) & 1)
							dest[x] = color_table[0x10 + pix1];
						else
							dest[x] = color_table[0x00 + pix0];
						hpos0 = (hpos0 + 1) & 0xfff;
						hpos1 = (hpos1 + 1) & 0xfff;
					}
					break;

				case 3:
					if (data1 & 0x800)
						continue;
					hpos1 = (hpos1 - (0x5f8 + info->xoffs)) & 0xfff;
					for (x = cliprect->min_x; x <= cliprect->max_x; x++)
					{
						int pix1 = (hpos1 < 0x200) ? src1[hpos1] : 3;
						dest[x] = color_table[0x10 + pix1];
						hpos1 = (hpos1 + 1) & 0xfff;
					}
					break;
			}
		}
	}
}



/*************************************
 *
 *  General road initialization
 *
 *************************************/

void segaic16_road_init(running_machine *machine, int which, int type, int colorbase1, int colorbase2, int colorbase3, int xoffs)
{
	struct road_info *info = &road[which];

	/* reset the tilemap info */
	memset(info, 0, sizeof(*info));
	info->index = which;
	info->type = type;
	info->colorbase1 = colorbase1;
	info->colorbase2 = colorbase2;
	info->colorbase3 = colorbase3;
	info->xoffs = xoffs;

	/* set up based on which road generator */
	switch (which)
	{
		case 0:
			info->roadram = segaic16_roadram_0;
			break;

		default:
			fatalerror("Invalid road index specified in segaic16_road_init");
	}

	/* determine the parameters of the road */
	switch (type)
	{
		case SEGAIC16_ROAD_HANGON:
		case SEGAIC16_ROAD_SHARRIER:
			info->draw = segaic16_road_hangon_draw;
			segaic16_road_hangon_decode(machine, info);
			break;

		case SEGAIC16_ROAD_OUTRUN:
		case SEGAIC16_ROAD_XBOARD:
			info->buffer = auto_alloc_array(machine, UINT16, 0x1000/2);
			info->draw = segaic16_road_outrun_draw;
			segaic16_road_outrun_decode(machine, info);
			break;

		default:
			fatalerror("Invalid road system specified in segaic16_road_init");
	}
}



/*************************************
 *
 *  General road drawing
 *
 *************************************/

void segaic16_road_draw(int which, bitmap_t *bitmap, const rectangle *cliprect, int priority)
{
	struct road_info *info = &road[which];
	(*info->draw)(info, bitmap, cliprect, priority);
}



/*************************************
 *
 *  General road control read/write
 *
 *************************************/

READ16_HANDLER( segaic16_road_control_0_r )
{
	struct road_info *info = &road[0];

	if (info->buffer)
	{
		UINT32 *src = (UINT32 *)info->roadram;
		UINT32 *dst = (UINT32 *)info->buffer;
		int i;

		/* swap the halves of the road RAM */
		for (i = 0; i < 0x1000/4; i++)
		{
			UINT32 temp = *src;
			*src++ = *dst;
			*dst++ = temp;
		}
	}

	return 0xffff;
}


WRITE16_HANDLER( segaic16_road_control_0_w )
{
	if (ACCESSING_BITS_0_7)
	{
		road[0].control = data & ((road[0].type == SEGAIC16_ROAD_OUTRUN) ? 3 : 7);
	}
}



/*************************************
 *
 *  General rotation initialization
 *
 *************************************/

void segaic16_rotate_init(running_machine *machine, int which, int type, int colorbase)
{
	struct rotate_info *info = &rotate[which];

	/* reset the tilemap info */
	memset(info, 0, sizeof(*info));
	info->index = which;
	info->type = type;
	info->colorbase = colorbase;

	/* set up based on which road generator */
	switch (which)
	{
		case 0:
			info->rotateram = segaic16_rotateram_0;
			break;

		default:
			fatalerror("Invalid rotate index specified in segaic16_rotate_init");
	}

	/* determine the parameters of the rotate */
	switch (type)
	{
		case SEGAIC16_ROTATE_YBOARD:
			info->ramsize = 0x800;
			break;

		default:
			fatalerror("Invalid rotate system specified in segaic16_rotate_init");
	}

	/* allocate a buffer for swapping */
	info->buffer = auto_alloc_array(machine, UINT16, info->ramsize/2);

	state_save_register_item(machine, "segaic16_rot", NULL, which, info->colorbase);
	state_save_register_item_pointer(machine, "segaic16_rot", NULL, which, ((UINT8 *) info->buffer), info->ramsize);
}



/*************************************
 *
 *  General rotation drawing
 *
 *************************************/

void segaic16_rotate_draw(running_machine *machine, int which, bitmap_t *bitmap, const rectangle *cliprect, bitmap_t *srcbitmap)
{
	struct rotate_info *info = &rotate[which];
	INT32 currx = (info->buffer[0x3f0] << 16) | info->buffer[0x3f1];
	INT32 curry = (info->buffer[0x3f2] << 16) | info->buffer[0x3f3];
	INT32 dyy = (info->buffer[0x3f4] << 16) | info->buffer[0x3f5];
	INT32 dxx = (info->buffer[0x3f6] << 16) | info->buffer[0x3f7];
	INT32 dxy = (info->buffer[0x3f8] << 16) | info->buffer[0x3f9];
	INT32 dyx = (info->buffer[0x3fa] << 16) | info->buffer[0x3fb];
	int x, y;

	/* advance forward based on the clip rect */
	currx += dxx * (cliprect->min_x + 27) + dxy * cliprect->min_y;
	curry += dyx * (cliprect->min_x + 27) + dyy * cliprect->min_y;

	/* loop over screen Y coordinates */
	for (y = cliprect->min_y; y <= cliprect->max_y; y++)
	{
		UINT16 *dest = BITMAP_ADDR16(bitmap, y, 0);
		UINT16 *src = (UINT16 *)srcbitmap->base;
		UINT8 *pri = BITMAP_ADDR8(machine->priority_bitmap, y, 0);
		INT32 tx = currx;
		INT32 ty = curry;

		/* loop over screen X coordinates */
		for (x = cliprect->min_x; x <= cliprect->max_x; x++)
		{
			/* fetch the pixel from the source bitmap */
			int sx = (tx >> 14) & 0x1ff;
			int sy = (ty >> 14) & 0x1ff;
			int pix = src[sy * srcbitmap->rowpixels + sx];

			/* non-zero pixels get written; everything else is the scanline color */
			if (pix != 0xffff)
			{
				*dest++ = (pix & 0x1ff) | ((pix >> 6) & 0x200) | ((pix >> 3) & 0xc00) | 0x1000;
				*pri++ = (pix >> 8) | 1;
			}
			else
			{
				*dest++ = info->colorbase + sy;
				*pri++ = 0xff;
			}

			/* advance the source X/Y pointers */
			tx += dxx;
			ty += dyx;
		}

		/* advance the source X/Y pointers */
		currx += dxy;
		curry += dyy;
	}
}



/*************************************
 *
 *  General road control read/write
 *
 *************************************/

READ16_HANDLER( segaic16_rotate_control_0_r )
{
	struct rotate_info *info = &rotate[0];

	if (info->buffer)
	{
		UINT32 *src = (UINT32 *)info->rotateram;
		UINT32 *dst = (UINT32 *)info->buffer;
		int i;

		/* swap the halves of the rotation RAM */
		for (i = 0; i < info->ramsize/4; i++)
		{
			UINT32 temp = *src;
			*src++ = *dst;
			*dst++ = temp;
		}
	}

	return 0xffff;
}
